Size
This is a vector, in [x y z] format. When a model is placed in a circular orbit around a parent body without rotation settings (so it is tidelocked) and with a mean longitude of 0, the coords have the following effect:
- x controls the size of the axis running through the parent body
- y controls the size of the axis running through the north-south poles
- z controls the size of the other axis (the one running parallel to the orbit - east/west)
NoiseOffset
I haven't worked this one out yet.
FeatureHeight
This controls the height of the bumps. Small numbers like 0.2 define a body that is roughly spherical with low hills, while larger numbers like 1 define a body with large hills.
Octaves
This defines the bumpiness of the model. Small values like 1 define a body with a fairly regular distortion, whereas large values like 9 define a very bumpy body. This appears to be an integer; values smaller than 1 give a spherical body.
Slices and
Rings
Together these define how much detail there is in the mesh. The default value of 20 defines a blocky mesh, while 200 defines a much smoother mesh that can take several seconds to render when displayed for the first time.
Setting Slices to a low value and Rings to a high value gives a mesh that is shaped like a peeled orange. (The Slices parameter controls the number of longitude lines)
Setting Slices to a high value and Rings to a low value gives a mesh that is shaped like a pile of donuts of varying thicknesses stacked on each other. (The Rings parameters controls the number of latitude lines)