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branch_generator [2018/02/08 08:46]
sechrest
branch_generator [2018/11/28 17:13] (current)
sechrest
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 ==Convert to hand drawn== ==Convert to hand drawn==
-Pressing this button will convert a procedural branch into a hand drawn branch. During the process, some properties, such as "Allow forces,"​ are disabled to provide a more seamless conversion. ​+Pressing this button will convert a procedural branch into a hand-drawn branch. During the process, some properties, such as "Allow forces,"​ are disabled to provide a more seamless conversion. ​
  
->​**Note:​** Converting to hand drawn may result in a slightly different branch+>​**Note:​** Converting to hand-drawn may result in a slightly different branch.
- +
-==== New ==== +
-The properties in this group apply to newly drawn branches in this generator. +
- +
-== Control Point Style == +
-Controls the types of control points that are used to form the Bézier spline.  +
- +
-^Corner | Control point handles are independently rotated and scaled to best fit the hand drawing. | +
-^Linear | Control point handles are rotated in unison (per control point) but are scaled independently,​ creating linear tangents. | +
-^Smooth | Control point handles are rotated and scaled in unison, creating symmetrical tangents. | +
- +
-== Curve Fit == +
-Assists with the accuracy of the Bézier spline that is created for newly drawn branches in this generator. Higher values result in the creation of more control points. Once drawn, a spline can be resampled with the Curve Fit Scalar. +
- +
-==== Resample ==== +
-The properties in this group restructure all of the branches in the generator. +
- +
-== Control Point Style == +
-Manages the types of control points that are used to form the Bézier spline.  +
- +
-^Corner | Control point handles are independently rotated and scaled to best fit the hand drawing. | +
-^Linear | Control point handles are rotated in unison (per control point) but are scaled independently,​ creating linear tangents. | +
-^Smooth | Control point handles are rotated and scaled in unison, creating symmetrical tangents. | +
- +
-== Curve Fit Scalar == +
-Assists with the accuracy of the Bézier spline that is created after hand drawing. Higher values result in the creation of more control points+
  
 ===== Random Seeds ===== ===== Random Seeds =====
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 == Accuracy == == Accuracy ==
-Sets the exact number of points in the high resolution spine that is computed as the frame of the branch. ​+Sets the exact number of points in the high-resolution spine that is computed as the frame of the branch. ​
  
 >​**Note:​** Changing accuracy may drastically affect the shape of your spines. Set this value to the maximum desired fidelity early to avoid design losses. Higher values result in slower computes. >​**Note:​** Changing accuracy may drastically affect the shape of your spines. Set this value to the maximum desired fidelity early to avoid design losses. Higher values result in slower computes.
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 A length equal to this value multiplied by the length of the parent is added to the "​Absolute"​ value above to set the length of the branch. A length equal to this value multiplied by the length of the parent is added to the "​Absolute"​ value above to set the length of the branch.
  
->​**Note:​** Favor "+ % of parent"​ wherever possible. ​ Doing so allows for more organic ​and adaptable ​models.+== + % of radius == 
 +A length equal to this value multiplied by the radius of this branch is added to the "​Absolute"​ and "+ % of parent"​ values above to set the length of the branch. 
 + 
 +>​**Note:​** Favor "+ % of parent" and "+ % of radius" wherever possible. ​ Doing so makes randomization more effective and allows for easier reuse of generators within ​and between ​models.
  
 == Match one V tile == == Match one V tile ==
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 == Unify == == Unify ==
-Forces branch nodes on opposite sides of their parent to be oriented in the same direction. ​ Rotation adjustments like "​Roll"​ and "Frond Roll" keep opposite nodes synchronized when this option is enabled. ​ This options ​is especially useful when modeling long, narrow fronds on a stem (e.g., ferns). ​+Forces branch nodes on opposite sides of their parent to be oriented in the same direction. ​ Rotation adjustments like "​Roll"​ and "Frond Roll" keep opposite nodes synchronized when this option is enabled. ​ This option ​is especially useful when modeling long, narrow fronds on a stem (e.g., ferns).  
 + 
 +== Weld start == 
 +Enable this option when using "Spine only" branches to make the branch start on the surface of the parent'​s skin rather than on its spine. ​ This option is useful for making sure fronds touch, but do not cut into, the parent stem.
  
 ==== Shape ==== ==== Shape ====
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 Positive values cause the branch to grow in the direction of its parent. ​ Negative values push it away. Positive values cause the branch to grow in the direction of its parent. ​ Negative values push it away.
  
-For example, if Ancestor is set to a positive value, then all the branches created by this Generator will grow towards the direction of the parent spine, like a bud. If set to a negative value, then all the spines will grow away from the spine, basically unraveling. ​+For example, if "Ancestor" ​is set to a positive value, then all the branches created by this Generator will grow towards the direction of the parent spine, like a bud. If set to a negative value, then all the spines will grow away from the spine, basically unraveling. ​
  
 == Straightness == == Straightness ==
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 == Ground == == Ground ==
 Removes any branch that intersects the ground plane. Removes any branch that intersects the ground plane.
 +
 +==== Path ====
 +The properties in this group allow you to trace out a deformation path for the spine.
 +
 +== Amount==
 +Use this property to control the amount and shape of the deformation. ​ The value sets the amount and the profile curve sets the shape.
 +
 +== Twist ==
 +This property twists the deformation along the spine as it is applied.
 +
 +== Length ==
 +The length over which exactly one tile of the deformation shape is applied. ​ If this length is shorter than the branch, the deformation will tile.
 +
 +== Offset ==
 +Use this property to shift where the deformation is applied. You can use variance on this property to apply the same deformation shape to many branches without an obvious repeating pattern.
  
 ==== Noise ==== ==== Noise ====
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 === Early === === Early ===
-Early noise is computed while the the spine is being shaped. It is important to note that with early noise, randomization may result in wildly different shapes. ​ Early noise cause more chaotic shapes than late noise.+Early noise is computed while the spine is being shaped. It is important to note that with early noise, randomization may result in wildly different shapes. ​ Early noise cause more chaotic shapes than late noise.
  
 == Amount == == Amount ==
-Controls the intensity/​strength of noise applied to the the spine.+Controls the intensity/​strength of noise applied to the spine.
  
 == Turbulence == == Turbulence ==
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 == Amount == == Amount ==
-Controls the intensity/​strength of noise applied to the the spine.+Controls the intensity/​strength of noise applied to the spine.
  
 == Turbulence == == Turbulence ==
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 == Chance == == Chance ==
-Sets the likelihood that any node will “break,​” resulting in open branch at the break spot. [[cap_generator|Cap]] generators can be added as children to close off the break.+Sets the likelihood that any node will “break,​” resulting in an open branch at the break spot. [[cap_generator|Cap]] generators can be added as children to close off the break.
  
 == Spot == == Spot ==
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 ==Distribution style== ==Distribution style==
-Selects what type of generators influence ​the the length of branches under shape control from the following options:+Selects what type of generators influence the length of branches under shape control from the following options:
  
-^Branches only | Only branch generators factor ​in to the shape control algorithm. |+^Branches only | Only branch generators factor ​into the shape control algorithm. |
 ^All descendants | Every generator that is a descendant of the generator initiating shape control influence the length of branches under shape control. | ^All descendants | Every generator that is a descendant of the generator initiating shape control influence the length of branches under shape control. |
  
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 == Absolute == == Absolute ==
-The exact size of the spheres or meshes used for the Shape Control.+The exact size of the spheres or meshes used for "Shape Control".
  
 == + % of Size == == + % of Size ==
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 == Light Seam Reduction == == Light Seam Reduction ==
-Sets the amount to bend the normals toward the spine direction. ​+Sets the amount to bend the normals toward the spine'​s ​direction. ​
  
 >​**Note:​** Normal bending increases exponentially near the base of the branch since light seams occur where branches intersect. >​**Note:​** Normal bending increases exponentially near the base of the branch since light seams occur where branches intersect.
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 == Enabled == == Enabled ==
 When checked, branches will be pushed out and fused to their parent, creating a seamless union between the two.  When checked, branches will be pushed out and fused to their parent, creating a seamless union between the two. 
 +
 +==Keep failed==
 +When checked, branches that failed to weld are still computed. ​ Use this to help find and correct failed welds in critical regions (failed welds in fine detail areas are often okay).
 +
 +==Force ray casts==
 +When checked, welding uses ray casts to attach to the parent rather than internal procedural data.  This often results in more failed welds but can produce better results when welding to heavily deformed parents (e.g., squashed and deformed branches).
  
 == Offset == == Offset ==
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 The strength of the wind effect on this set of nodes. This value is a multiplier of the motion values set for the corresponding level on the [[Fan|Fan]]. The strength of the wind effect on this set of nodes. This value is a multiplier of the motion values set for the corresponding level on the [[Fan|Fan]].
  
->​**Note:​** The left hand side of the profile curve must be zero to avoid branch disconnections.+>​**Note:​** The left-hand side of the profile curve must be zero to avoid branch disconnections.
  
 == Offset == == Offset ==
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 == Smoothing == == Smoothing ==
 Branches can be oriented either based on the current state of their parent (0.0 smoothing), the final state of their parent (1.0 smoothing), or anywhere in between. Increase this value to prevent wild branch motion during growth. This is especially useful for branches growing off of a twisted or gnarled parent. ​ Branches can be oriented either based on the current state of their parent (0.0 smoothing), the final state of their parent (1.0 smoothing), or anywhere in between. Increase this value to prevent wild branch motion during growth. This is especially useful for branches growing off of a twisted or gnarled parent. ​
 +
 +== Unfurl ==
 +This property causes the "Start angle" to animate from being in line with the parent to its final orientation during the growth animation. ​ Use this property to make branches (and fronds growing off of them) appear to "open up" as the animation proceeds.
 +
 +==Allow extension control==
 +Check this box to have growth timing apply to extensions as well as regular branches. ​ With the box unchecked, extension grow exactly in time with their parent.
  
 ==== Timing ==== ==== Timing ====
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 ===== Physics ===== ===== Physics =====
-The properties in this group are used to control attributes of the model used for physics simulation or character rigging in third party applications.+The properties in this group are used to control attributes of the model used for physics simulation or character rigging in third-party applications.
  
 == Bone Style == == Bone Style ==
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 Sets the number of bones generated along the length of spines based on the "​Style"​ property above. Sets the number of bones generated along the length of spines based on the "​Style"​ property above.
  
->​**Note:​** If Bone Style is set to relative, this integer becomes a float and the actual number of bones generated is a function of the length of individual nodes.+>​**Note:​** If Bone Style is set to relative, this integer becomes a floating point value and the actual number of bones generated is a function of the length of individual nodes.
  
 == Radial Scalar == == Radial Scalar ==