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branch_generator [2021/04/27 09:19] (current) |
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+ | ====== Branch Generator ====== | ||
+ | {{: | ||
+ | |||
+ | The Branch generator creates 3D branch geometry. | ||
+ | |||
+ | ===== Generation ===== | ||
+ | The Generation properties are described in full detail under [[generation_properties|Generation Properties]]. | ||
+ | |||
+ | ===== Forces ===== | ||
+ | The properties in this group control the behavior of [[kcforces|forces]] on this generator. | ||
+ | |||
+ | == Allow Forces == | ||
+ | When enabled, all forces that are checked will act on the generator. | ||
+ | |||
+ | == Forces == | ||
+ | Each [[kcforces|force]] in the scene has an entry here. Check the box next to the name to enable the force for this generator. | ||
+ | |||
+ | > | ||
+ | |||
+ | ===== 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," | ||
+ | |||
+ | > | ||
+ | |||
+ | ===== Random Seeds ===== | ||
+ | Properties that have [[toolvariance_editor|variance]] are given random values based on a seed value in this group. | ||
+ | |||
+ | == Randomize All == | ||
+ | Randomizes the value for all seeds used to compute this generator. | ||
+ | |||
+ | ===== Segments ===== | ||
+ | |||
+ | == Accuracy == | ||
+ | Sets the exact number of points in the high-resolution spine that is computed as the frame of the branch. | ||
+ | |||
+ | > | ||
+ | |||
+ | ==== Length ==== | ||
+ | Sets the number of segments used along the length of the branch. | ||
+ | |||
+ | == Absolute == | ||
+ | Sets the minimum number of length segments used. Each branch will have at least this many segments, regardless of length (use this sparingly or for specific uses like the trunk). | ||
+ | |||
+ | == + Relative == | ||
+ | The number of segments is computed based on the branch length and this value. | ||
+ | |||
+ | == Weld Scalar == | ||
+ | Adjusts the number of segments composing the fused part of welded branches. | ||
+ | |||
+ | == Optimization == | ||
+ | Segments are removed adaptively based on the curvature of the branch. Increasing this value increases the angle that must be met for a length segment to survive the optimization. | ||
+ | |||
+ | ==== Radial ==== | ||
+ | Sets the number of segments composing the radial cross-section of branches. | ||
+ | |||
+ | == Absolute == | ||
+ | Sets the minimum number of radial segments used. Each branch will have at least this many segments, regardless of radius (use this sparingly or for specific uses like the trunk). | ||
+ | |||
+ | == + Relative == | ||
+ | The number of segments is computed based on the branch radius and this value. | ||
+ | |||
+ | ==== Resolution ==== | ||
+ | |||
+ | == Length == | ||
+ | Scales the number of length segments for each [[kcresolution|Resolution]]. | ||
+ | |||
+ | == Radial == | ||
+ | Scales the number of radial segments for each [[kcresolution|Resolution]]. | ||
+ | |||
+ | > | ||
+ | |||
+ | ===== Spine ===== | ||
+ | The properties in this group control the shape of the branch. | ||
+ | |||
+ | ==== Length ==== | ||
+ | These properties set the length of the branch. | ||
+ | |||
+ | == Absolute == | ||
+ | Sets the minimum length of the branch. | ||
+ | |||
+ | == + % of parent == | ||
+ | A length equal to this value multiplied by the length of the parent is added to the " | ||
+ | |||
+ | == + % of radius == | ||
+ | A length equal to this value multiplied by the radius of this branch is added to the " | ||
+ | |||
+ | > | ||
+ | |||
+ | == Match one V tile == | ||
+ | Sets the length to exactly match the length of one V tile based on the material' | ||
+ | |||
+ | > | ||
+ | |||
+ | == Stop Shape Control == | ||
+ | When enabled and [[toolshapecontrol|Shape Control]] is being used, this property stops Shape Control from being computed on this Generator (and its descendants, | ||
+ | |||
+ | ==== Orientation ==== | ||
+ | The properties in this group control the initial orientation of the branch. | ||
+ | |||
+ | == Start angle == | ||
+ | The amount of angle offset from the parent node's growth direction at the point where each node occurs, where 0.0 is equal to the parent' | ||
+ | |||
+ | == Alignment == | ||
+ | Computes an interpolation between a random " | ||
+ | |||
+ | == Roll == | ||
+ | Uniform rotation of each branch. Roll is applied after Alignment. | ||
+ | |||
+ | == Unify == | ||
+ | Forces branch nodes on opposite sides of their parent to be oriented in the same direction. | ||
+ | |||
+ | == Weld start == | ||
+ | Enable this option when using "Spine only" branches to make the branch start on the surface of the parent' | ||
+ | |||
+ | ==== Shape ==== | ||
+ | The properties in this group (along with [[kcforces|Forces]]) control the shape of the branch as it grows. | ||
+ | |||
+ | == Gravity == | ||
+ | Positive values pull branches down, negative values push branches up (in world space). | ||
+ | |||
+ | == Ancestor == | ||
+ | Positive values cause the branch to grow in the direction of its parent. | ||
+ | |||
+ | For example, if " | ||
+ | |||
+ | == Straightness == | ||
+ | Sets the amount of straightness or noise removal applied to the branch after " | ||
+ | |||
+ | == Twist == | ||
+ | Twists the branch along its central axis. | ||
+ | |||
+ | ==== Prune ==== | ||
+ | The properties in this group remove branches based on their orientation. | ||
+ | |||
+ | == Interior == | ||
+ | Removes branches that grow toward the interior of the model. | ||
+ | |||
+ | == Up == | ||
+ | Removes branches that point up. | ||
+ | |||
+ | == Down == | ||
+ | Removes branches that point down. | ||
+ | |||
+ | == General == | ||
+ | Removes branches at random. | ||
+ | |||
+ | == Ground == | ||
+ | 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. | ||
+ | |||
+ | == 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. | ||
+ | |||
+ | == 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 ==== | ||
+ | Sets the amount of randomness applied to each angle along the spine length. Noise adds bends and deformation to the branch spine. The difference in Early and Late Noise is based on when the noise is factored in the computation. | ||
+ | |||
+ | === Early === | ||
+ | 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. | ||
+ | |||
+ | == Amount == | ||
+ | Controls the intensity/ | ||
+ | |||
+ | == Turbulence == | ||
+ | Controls how chaotic the wave that creates the noise is on the spine. | ||
+ | |||
+ | == Threshold == | ||
+ | Controls the point on the spine that needs to be exceeded for the noise to come into effect. | ||
+ | |||
+ | > | ||
+ | |||
+ | === Late === | ||
+ | Late noise is computed after the spine is shaped. | ||
+ | |||
+ | == Amount == | ||
+ | Controls the intensity/ | ||
+ | |||
+ | == Turbulence == | ||
+ | Controls how chaotic the wave that creates the noise is on the spine. | ||
+ | |||
+ | == Smooth == | ||
+ | Straightens the noise that was applied to the spine. Setting the value to 1.0 will completely straighten the branch spine. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Seed == | ||
+ | This seed is used to control the noise pattern. | ||
+ | |||
+ | ==== Break ==== | ||
+ | The properties in this group control if, where, and how often branches will break. | ||
+ | |||
+ | == Chance == | ||
+ | Sets the likelihood that any node will “break, | ||
+ | |||
+ | == Spot == | ||
+ | The percentage of the way along any spine where the branch will “break.” | ||
+ | |||
+ | == Seed == | ||
+ | Change this value to recompute where breaks happen. | ||
+ | |||
+ | ===== Shape Control ===== | ||
+ | The properties in this group implement the [[toolshapecontrol|Shape Control]] technique. | ||
+ | |||
+ | == Style == | ||
+ | Determines the method used for controlling the shape of this generator' | ||
+ | |||
+ | ^None | Choosing none will keep the Shape Control Properties grayed out. No changes will occur to the model. | | ||
+ | ^Sphere | Branches are constrained to a circular shape. | | ||
+ | ^Mesh | Branches are constrained to the mesh that is imported. | | ||
+ | |||
+ | == Position == | ||
+ | Determines placement of the spheres along the spine. A value of 0.0 is at the base of the spine, and a value of 1.0 is at the tip of the spine. Going over the value of 1.0 pushes the sphere placement off the spine. | ||
+ | |||
+ | ==Distribution style== | ||
+ | Selects what type of generators influence the length of branches under shape control from the following options: | ||
+ | |||
+ | ^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. | | ||
+ | |||
+ | == Distribution == | ||
+ | Distribution lets you push and pull the relative lengths from one end of the sphere to the other. For example, sliding distribution to the right will create longer lengths in the first set of branches and shorter ones in the last set. | ||
+ | |||
+ | === Size === | ||
+ | |||
+ | == Absolute == | ||
+ | The exact size of the spheres used for "Shape Control" | ||
+ | |||
+ | == + % of Size == | ||
+ | Using the amount set, this property re-computes the size of the spheres based on the length of the spine, so a spine that is longer will have a larger sphere. | ||
+ | |||
+ | > | ||
+ | |||
+ | ===== Skin ===== | ||
+ | The properties in this group control how the mesh around the spine is generated. | ||
+ | |||
+ | == Type == | ||
+ | This property sets the style of the skin from the following options: | ||
+ | |||
+ | ^Polygons | The branch is composed of the triangles or quads. No hole is cut into the parent.| | ||
+ | ^SubD Surface (Rectangular Attachments) | A rectangular hole is cut into the parent and the branch is treated as part of a subdivision surface cage. | | ||
+ | ^SubD Surface (Arbitrary Attachments) | Arbitrarily cuts out a hole in the parent, taking only the quads it needs, and the branch is treated as part of a subdivision surface cage.| | ||
+ | ^Spine Only|No mesh is applied to the spine. | ||
+ | |||
+ | ==Visibility== | ||
+ | Branches with Visibility values greater than 0.5 have geometry. | ||
+ | |||
+ | ==== Radius ==== | ||
+ | These properties control the radius of the extruded branch skin. | ||
+ | |||
+ | == Absolute == | ||
+ | Sets the minimum value of the radius. | ||
+ | |||
+ | == + % of Parent == | ||
+ | Radial size is determined based on a percentage of their parent' | ||
+ | |||
+ | == Clamp to Parent == | ||
+ | When enabled, the child radius cannot exceed the radius of the parent. | ||
+ | |||
+ | == Length Compensation == | ||
+ | Occasionally, | ||
+ | |||
+ | == Length Kill Ratio == | ||
+ | Removes any branches where the length of the branch divided by its radius exceeds this value. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Light Seam Reduction == | ||
+ | Sets the amount to bend the normals toward the spine' | ||
+ | |||
+ | > | ||
+ | |||
+ | == Roll == | ||
+ | Rotates the skin of the branch around the center spine without changing the underlying shape. | ||
+ | |||
+ | == Smooth == | ||
+ | Vertices around curves and bends are pushed out in order to smooth the area. | ||
+ | |||
+ | ==== Welding ==== | ||
+ | Controls the junction between branches and their parents. | ||
+ | |||
+ | == Enabled == | ||
+ | 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. | ||
+ | |||
+ | ==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 == | ||
+ | Controls how far out the branch is pushed off the surface before welding back to the parent. | ||
+ | |||
+ | ===Spread=== | ||
+ | |||
+ | == Amount == | ||
+ | Controls how much the branch spreads out into the parent in the weld region. | ||
+ | |||
+ | == Upper Scale == | ||
+ | Sets the amount to spread the top weld segments of the child branch on the parent branch, creating a " | ||
+ | |||
+ | == Lower Scale == | ||
+ | Sets the amount to spread the bottom weld segments of the child branch on the parent branch, creating a " | ||
+ | |||
+ | === Blend === | ||
+ | Sets the method used for applying intersection blending. | ||
+ | |||
+ | == Texture == | ||
+ | Sets the amount to extend or pull the blended texture region up the child branch, elongating or squashing the texture mapping. | ||
+ | |||
+ | == Contrast == | ||
+ | Controls the contrast or harshness of the blended textures on the weld (between the parent and child). | ||
+ | |||
+ | == Noise == | ||
+ | Sets the amount of the noise (wave frequency) set to encircle the branch radius between the two blended textures so there is not a uniform blend line. | ||
+ | |||
+ | == Lighting == | ||
+ | Alters the Normal alignment of the branch skin in the weld region. | ||
+ | |||
+ | > **Note:** A curve set to ' | ||
+ | |||
+ | ==== Subdivision ==== | ||
+ | |||
+ | == Relax Scale == | ||
+ | Averages out the vertices at the junction in order to remove artifacts. | ||
+ | |||
+ | == Smooth == | ||
+ | Controls how far away the child' | ||
+ | |||
+ | == Texture Density == | ||
+ | Determines the denseness of the texture applied around the intersections. | ||
+ | |||
+ | ==== Squash ==== | ||
+ | |||
+ | == Amount == | ||
+ | Reduces the scale of one side of the branch radius in order to get a flatter shape. | ||
+ | |||
+ | == Rotate == | ||
+ | Rotates where the flattened area is located on the branch. | ||
+ | |||
+ | ==== Splits ==== | ||
+ | It is possible to [[atsplits|split]] the trunk into two open ends ready for extension branches. | ||
+ | |||
+ | == Chance == | ||
+ | Sets the likelihood that the extended parent will split, or divide, into two branches. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Spread 1 == | ||
+ | Controls the angle of one of the split branches away from the center of the tree. | ||
+ | |||
+ | == Spread 2 == | ||
+ | Controls the angle of one of the split branches away from the center of the tree. | ||
+ | |||
+ | == Balance == | ||
+ | Controls the balance of the radius size between the two split branches. | ||
+ | |||
+ | == Seed == | ||
+ | Controls the random values used to create the splits. | ||
+ | |||
+ | === Smooth === | ||
+ | |||
+ | == Inner == | ||
+ | Controls the smoothness of the inner crease between the split spines. A value of 0.0 means no smoothness and a value of 1.0 gets rid of the crease. | ||
+ | |||
+ | == Outer == | ||
+ | Controls the smoothness of the outer bend of the parent spine and child spines where the split occurs. | ||
+ | |||
+ | ===== UV Mapping ===== | ||
+ | The properties in this group control the UV coordinate generation. | ||
+ | |||
+ | == Style == | ||
+ | Sets the method by which UVs are computed from the following options: | ||
+ | |||
+ | ^Unrestricted | No locks. Unlimited tiling for both U and V. | | ||
+ | ^U locked [0,1], V unrestricted | Forces all U coordinates to be in the range [0.0, 1.0], but allows unlimited V tiling. | | ||
+ | ^U and V locked [0,1] | Locks both U and V texture map to the range [0.0, 1.0]. | | ||
+ | |||
+ | ==== U ==== | ||
+ | U coordinates circle the branch. | ||
+ | |||
+ | == Absolute == | ||
+ | Sets the minimum number of times the material tiles around the branch. | ||
+ | |||
+ | == + Relative == | ||
+ | The number of additional tiles based on the branch radius and this number are added to the " | ||
+ | |||
+ | == Offset == | ||
+ | U values are shifted by this amount. | ||
+ | |||
+ | > | ||
+ | |||
+ | === Fractional === | ||
+ | U tiling values are forced to the nearest integer value during normal texture coordinate computation to facilitate seamless tiling; however, this is not always desirable. | ||
+ | |||
+ | == Enable == | ||
+ | Toggles whether or not fractional U values are allowed. | ||
+ | |||
+ | == Value == | ||
+ | This property directly sets the U tiling value and is not restricted to integers. | ||
+ | |||
+ | === Twist === | ||
+ | == Amount == | ||
+ | Sets the number of full revolutions to twist the material per V tile. | ||
+ | |||
+ | == Random Flip == | ||
+ | Randomly flips the texture twist direction. | ||
+ | |||
+ | ==== V ==== | ||
+ | V coordinates run along the branch. | ||
+ | |||
+ | == Style == | ||
+ | This property selects the method used to compute V coordinates from the following options: | ||
+ | |||
+ | ^Absolute | V tiling is set explicitly.| | ||
+ | ^Relative (Keep Aspect Ratio) | V tiling is computed based on the U tiling and branch radius in such a way that the aspect ratio of the applied material is maintained.| | ||
+ | ^Relative | V tiling is computed based on the length of the branch.| | ||
+ | |||
+ | == Anchor == | ||
+ | This property selects which end of the branch the V coordinates are computed from. | ||
+ | |||
+ | ^Start | V coordinates are computed from the start towards the end. | | ||
+ | ^End | V coordinates are computed from the end towards the start. | | ||
+ | |||
+ | == Scale == | ||
+ | Controls the amount of V tiling. | ||
+ | |||
+ | == Offset == | ||
+ | V values are shifted by this amount. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Override V Coords for Extensions == | ||
+ | Branch extensions typically continue their parent' | ||
+ | |||
+ | > | ||
+ | |||
+ | ===== Materials ===== | ||
+ | The properties in this group control the material assignments. | ||
+ | |||
+ | ==== Branch ==== | ||
+ | Applies a material to the branches in this generator. Use the button controls to add [+] or remove [-] materials per geometry type. | ||
+ | |||
+ | == Material == | ||
+ | Specify a named material from the [[kcmaterialsassetsbar|Materials Bar]], a named set from the [[toolmaterialsassetsbar|Material Sets Bar]], or use " | ||
+ | |||
+ | == Weight == | ||
+ | Sets the probability that a node will receive this material index (this weight ÷ the sum of all weights). | ||
+ | |||
+ | > | ||
+ | |||
+ | ==== Extensions ==== | ||
+ | Applies a material to the branch extensions in this generator. Use the button controls to add [+] or remove [-] materials per geometry type. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Material == | ||
+ | Specify a named material from the [[kcmaterialsassetsbar|Materials Bar]], a named set from the [[toolmaterialsassetsbar|Material Sets Bar]], or use " | ||
+ | |||
+ | == Weight == | ||
+ | Sets the probability that a node will receive this material index (this weight ÷ the sum of all weights). | ||
+ | |||
+ | ===== Displacement ===== | ||
+ | The properties in this group move the vertices of the branch mesh to simulate a rough surface. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Amount == | ||
+ | Sets the maximum amount any of the vertices will move. Vertices always move out or in along the surface normal. | ||
+ | |||
+ | == Sharpness == | ||
+ | This curve sets the displacement amount for any given displacement value. | ||
+ | |||
+ | == Source == | ||
+ | Selects the source of data for the displacement from the following options: | ||
+ | |||
+ | ^ Noise | Uses noise for displacement. | | ||
+ | ^ Displacement Asset| Uses a named [[tooldisplacementsbar|displacement]] asset as the displacement source. | | ||
+ | |||
+ | == U Scale == | ||
+ | Scales the noise pattern around the model. | ||
+ | |||
+ | == V Scale == | ||
+ | Scales the noise pattern along the model. | ||
+ | |||
+ | == Seed == | ||
+ | When using " | ||
+ | |||
+ | ==== Fine ==== | ||
+ | Fine displacement is a second displacement pattern that is always noise based. | ||
+ | |||
+ | == Amount == | ||
+ | Sets the maximum amount any of the vertices will move. Vertices always move out or in along the surface normal. | ||
+ | |||
+ | == Sharpness == | ||
+ | This curve sets the displacement amount for any given displacement value. | ||
+ | |||
+ | == Fine Scale == | ||
+ | Sets the size of the noise. Values greater than one will push the displacement outwards and less than one will bring the displacement in towards the center of the branch. | ||
+ | |||
+ | ==== Shape ==== | ||
+ | This property adds length creases, following the direction of the spine, to break up the branch radius. It's useful for adding detail into the branch without having to import a displacement map. | ||
+ | |||
+ | == Amount == | ||
+ | Sets the strength of displacement that creates the creases. | ||
+ | |||
+ | == Twist == | ||
+ | Sets the amount of rotation of the spine that is applied to the shape displacement. The rotation begins from the base. | ||
+ | |||
+ | == Scale == | ||
+ | Scales the noise pattern. | ||
+ | |||
+ | ==== Flares ==== | ||
+ | Flares are a special type of displacement designed to simulate the bottom of a trunk as it expands into the underground root system. | ||
+ | |||
+ | == Radius == | ||
+ | Sets the maximum amount of any flare displacement (expressed as a multiple of the branch radius). | ||
+ | |||
+ | == Noise Scale == | ||
+ | Flares are computed based on a noise pattern. | ||
+ | |||
+ | == Height == | ||
+ | Sets the distance the flare extends up the spine of each branch. | ||
+ | |||
+ | == Pinch == | ||
+ | Set the amount the flares should be pulled in towards the center spine. A value of 1.0 means that there is no spread in the base of the flares. | ||
+ | |||
+ | == Angle == | ||
+ | Rotates the flares of the branch around the center spine. | ||
+ | |||
+ | == Seed == | ||
+ | Change this property to vary the flare noise pattern. | ||
+ | |||
+ | ===== Dynamic LOD ===== | ||
+ | The [[kclod|Dynamic LOD System]] automatically creates multiple levels of detail for a model. | ||
+ | |||
+ | == Weight == | ||
+ | This value influences how likely nodes in this generator will be kept during [[kclod|LOD]] computations. The generator with the higher value will have priority over the other generators of the same type. | ||
+ | |||
+ | == Optimization == | ||
+ | Increases the length segment optimization property for each successive [[kclod|LOD]] state. | ||
+ | |||
+ | == Length Segments == | ||
+ | Scales back the amount of length segments for each successive [[kclod|LOD]]. | ||
+ | |||
+ | == Radial Segments == | ||
+ | Scales back the amount of radial segments for each successive [[kclod|LOD]]. | ||
+ | |||
+ | ===== Wind ===== | ||
+ | The properties in this group control the wind behavior of the branch. | ||
+ | |||
+ | == Apply == | ||
+ | Applies wind at this level. This property can be ignored if the available wind levels are already taken. | ||
+ | |||
+ | == Weight == | ||
+ | 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]]. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Offset == | ||
+ | In multi-level wind algorithms, this value will cause the assigned wind level to increase by this amount. | ||
+ | |||
+ | ===== Season ===== | ||
+ | The properties in this group provide the mechanism by which assigned materials can change with the [[kcseasons|Seasons]] slider. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Start Offset == | ||
+ | Determines when the branch will start to transition. The default value of 0.0 means it will start immediately (higher values delay the start, lower values make it start sooner). | ||
+ | |||
+ | == Time Scale == | ||
+ | Controls how long it will take to complete its transition. The default value of 1.0 means one year. | ||
+ | |||
+ | == Descendant Offset == | ||
+ | Applies an offset, based on the value entered, to the spines. So if a value of ' | ||
+ | |||
+ | > | ||
+ | |||
+ | ===== Growth ===== | ||
+ | The properties in this group control how the model behaves during animated growth. | ||
+ | |||
+ | == Speed Scale == | ||
+ | The speed at which a branch will grow is set on the [[tooltimeline|Timeline Bar]]. Use this property to scale that value. The profile curve scales the speed relative to the branch' | ||
+ | |||
+ | == Radius == | ||
+ | This profile curve scales the speed at which the radius of the branch increases. For example, a linear growth curve will cause the radius to grow linearly from the beginning to the end of the branch' | ||
+ | |||
+ | == 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. | ||
+ | |||
+ | == Unfurl == | ||
+ | This property causes the "Start angle" to animate from being in line with the parent to its final orientation during the growth animation. | ||
+ | |||
+ | ==Allow extension control== | ||
+ | Check this box to have growth timing apply to extensions as well as regular branches. | ||
+ | |||
+ | ==== Timing ==== | ||
+ | == Style == | ||
+ | Sets the conditions under which the branch will start growing. The Start % property works according to the option selected here. Options include: | ||
+ | |||
+ | ^In Place | The branch will start growing exactly when the parent is long enough to reach its starting point in the fully grown model. "Start %" has no effect. This style makes the animation appear to trace out the model as in the vines growing over rocks example. | | ||
+ | ^Parent | The growth of this branch will be based on the growth of the parent. A Start % of 0.0 means start when the parent starts, 1.0 means start when the parent ends. | | ||
+ | ^Parent' | ||
+ | |||
+ | == Start % == | ||
+ | Causes branches to start early (0.0) or late (1.0) according to the " | ||
+ | |||
+ | == Offset == | ||
+ | The start frame is shifted by a constant number of frames (negative means earlier, positive means later). This value is best used to “jumble up” start times of neighboring branches. | ||
+ | |||
+ | > | ||
+ | |||
+ | ====Noise==== | ||
+ | The properties in these groups add noise to the growth animation to provide a more organic effect. | ||
+ | |||
+ | ===Wobble=== | ||
+ | ==Amount== | ||
+ | Controls how much noise is applied when bringing the orientation into its final position. | ||
+ | |||
+ | > | ||
+ | |||
+ | ==Frequency== | ||
+ | Increases or decreases the frequency of the noise pattern used for orientation. | ||
+ | |||
+ | ===Speed=== | ||
+ | ==Amount== | ||
+ | Controls how much noise is applied to the speed at which the branch reaches its final position. | ||
+ | |||
+ | > | ||
+ | |||
+ | ==Frequency== | ||
+ | Increases or decreases the frequency of the noise pattern used for speed. | ||
+ | |||
+ | ==Seed== | ||
+ | Change this value to vary the noise pattern. | ||
+ | |||
+ | ==== Mapping ==== | ||
+ | |||
+ | == Animate Texture == | ||
+ | When enabled, the V texture coordinates move with the branch in the growth direction (think of a trunk that appears to be pulled out of the ground). When disabled, the texture appears to be revealed as it grows (the V coordinates are constant). | ||
+ | |||
+ | == Animate Displacement == | ||
+ | When enabled, texture based displacement moves with the texture map. When disabled, displacement is computed as it would be in the final model. Because displacement is continuous and only sampled at length segments, some artifacts may occur during the animation. Zeroing out displacement will eliminate these artifacts altogether. | ||
+ | |||
+ | ===== 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. | ||
+ | |||
+ | == Bone Style == | ||
+ | Sets how bones are computed from the following options: | ||
+ | |||
+ | ^Absolute | The number of bones is explicitly set per-node. | | ||
+ | ^Relative | The number of bones is based on the length of the spine. | | ||
+ | |||
+ | == Bones == | ||
+ | Sets the number of bones generated along the length of spines based on the " | ||
+ | |||
+ | > | ||
+ | |||
+ | == Radial Scalar == | ||
+ | Scales the radius of the bones. | ||
+ | |||
+ | == Length Scalar == | ||
+ | Scales the length of the bones. | ||
+ | |||
+ | == Density == | ||
+ | Affects the weight and stiffness of branch geometry in physics calculations. | ||
+ | |||
+ | == Breakable Chance == | ||
+ | Sets the probability that the bones will break. | ||
+ | |||
+ | ===== Lightmap ===== | ||
+ | Lightmap UVs are computed for several versions of the Modeler designed for use with game engines. | ||
+ | |||
+ | == Weight == | ||
+ | |||
+ | This value influences how much space in the lightmap branches made by this generator can have. | ||
+ | |||
+ | Use the distribution curve to control where the Lightmap UV density is applied. | ||
+ | |||
+ | In addition, every object' | ||