Table of Contents

Generator Editor

The Generation Editor is the area where models are constructed at the highest conceptual level. Generators are added to represent the branches, roots, fronds, leaves, and every other component of a tree. The structure of a tree is defined by how the generators are linked. The following image shows a notional tree model and the generator hierarchy used to make it.

Adding Generators

Creating and managing the generator hierarchy is the most fundamental task of the Generation Editor. The following generators are available to use:

TreeRoot of the hierarchy and houses global model properties (cannot be added, deleted, or moved).
BranchCreates polygonal and subdivision branches.
CapCaps off the end or beginning of open branches.
ShellPuts a whole or partial shell around a branch (this is a special mode of the Branch generator).
KnotAdds knots, cavities, gashes, and lumps to branch geometry.
FinAdds small, planar details like fungi and peeling bark to branches.
LeafMeshCreates mesh based leaf geometry.
BatchedLeafVery efficiently creates mesh-based leaf geometry (but you can't node edit the results!).
FrondPlaces blade or mesh geometry along a branch.
ZoneGrow geometry from a mesh or circular region.

Now, let's take a look at the three main ways to add a new generator:

  1. Click the Add icon in the Generation Editor toolbar.
  2. Right-click a generator and select an option from the “Add geometry to selected” menu.
  3. Click the Add icon in the Tree Window toolbar.

All three of these options bring up the same menu of options to add. Each entry is one of a series of templates designed to look like common vegetation components. Each template is one or more of the generators listed above, with its properties set to commonly used values. For example, when you add “Trunk” geometry a Branch generator is added with values already set to look like a typical trunk.

Note: You can use the Default Generator submenu to add a single generator of any type and modify it as you see fit.

When any of these methods are used to add a generator, the new generator is placed in one of two locations in the hierarchy:

Note: The Tree generator is always present and cannot be deleted or moved. It acts as the root of the hierarchy and houses many of the global model properties.

The fourth way to add a new generator is to copy an existing generator and then paste it. Generators placed this way will not be in the hierarchy until you explicitly link them.

Note: Any generator that cannot trace links back to the Tree generator will be ignored and will not affect the model in any way.

Select a generator and press “F2” to rename it.

Linking Generators

Generators are linked together in a hierarchy that represents the anatomical structure of the model. Each generator can have exactly one parent and each generator can have multiple children. Here are the two ways to create a link between generators:

To delete a link, select it and press the Delete key.

Icon Overlays

Generators and links will frequently have context-sensitive hint icons applied to them. Consult the image below and the following list for a description of what the icons mean.

Note: The “Forces” and “Mesh Forces” icons near the Tree generator provide quick access to force selection and creation.

Toolbar

The Generation Editor toolbar offers three options, Add, Action and Randomize:

Add

Use this button to add generators as described above.

Actions

This button is the same as the right-click menu and changes based on whether something is selected or not.

If nothing is selected:

If a generator is selected:

Randomize

Randomizes the whole model if no generators are selected or only the selected generators otherwise. You'll need variance on some properties for this to work!