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Cap Generator

{{:leaf_gen_v8.png?100|The Cap generator is responsible for closing off either the top or the bottom of an open Branch with geometry that simulates broken or cut ends. Each cap is composed of two sections: an outer region that extends the branch geometry, and an inner portion that represents the cut or broken middle of the branch. The outer portion always inherits the branch material of the parent generator.

Generation

Unlike most generators, caps utilize only the “Shared:Extend parent” property in the standard generation properties group. Caps are placed only at the end or beginning of a branch.

Random Seeds

Properties that have variance are given random values based on a seed value in this group. Vary the seeds in this group to randomize only the properties associated with the seed type.

Randomize All

Randomizes the value for all seeds used to compute this generator.

Cap

The properties in this group set the general shape and material of the cap.

Angle

Use this value to rotate the cap features.

Scale

Scales the UV coordinates on the inner section. Use this value to spread out the cap material across the surface.

Offset

Pushes the cap above or below the edge of the parent branch.

Slope

Use this property to make the cap geometry slant to one side or the other.

Spread

This value spreads the top end of the cap out beyond the borders of the parent branch. This property has an effect only when there is a lip and it has a height.

Lip

The properties in this group create a boundary between the outer and inner sections, effectively shrinking the inner area.

Thickness

This property sets the thickness of the lip.

Height

The property sets the height of the lip above its default location. The left hand side of the profile curve corresponds to where the outer region connects to the parent branch. The right hand side corresponds to where the outer region attaches to the inner section.

Note: Both the left and right hand side of the profile curve must be at 0.0 or the geometry will be disconnected.

Material

The properties in this group specify the material used for the inner portion of the geometry.

Material

This property specifies a named material from the Material Bar.

Weight

Sets the probability that a node will receive this material (this weight ÷ sum of all weights).

Segments

The properties in this group control the polygonal resolution of the cap geometry.

Rings

Sets the number of rings used to create the inner section.

Lip

Sets the number of rings comprising the lip, or outer, section.

Displacement

The properties in this group control the noise-based placed displacement of the cap vertices.

Source

Selects either a noise pattern or a named displacement asset as the source of the displacement.

Amount

Controls the largest possible amount of displacement.

U offset

Shifts the displacement in the direction of the U coordinates.

V offset

Shifts the displacement in the direction of the V coordinates.

UV tile

Scales the UV coordinates used to look up the displacement.

Angle

Rotates the displacement pattern around the parent's growth direction.

Dynamic LOD

The Dynamic LOD System automatically creates multiple levels of detail for a model. The purpose is to allow the model to degrade in detail in real-time applications. This should not be confused with Resolution, which is designed to set the polygonal resolution of a model exported for VFX use. LOD details are controlled via the following properties:

Weight

Influences how likely nodes in this generator will be kept during LOD computations. The generator with the higher value will have priority over the other generators of the same type.

Note: Caps are considered to be decorators in the LOD system.
Ring Segments

Scales back the amount of inner rings for each successive LOD.

Lip Segments

Scales back the amount of lip, or outer, rings for each successive LOD.

Lightmap

Lightmap UVs are computed for several versions of the Modeler designed for use with game engines. Lightmap UVs are a UV set where no objects overlap and all of them fit in a single space where U and V fit in the range [0.0, 1.0].

Every object's lightmap weight is compared to every other object and then the lightmap packing is determined. This means that your weight value may not be honored exactly or may get so large as to exhibit unexpected results. Use “Tools→Reset lightmap scalars” to go back to default values for the whole model.

The following values control lightmap space allotments:

Branch weight

This value influences how much space in the lightmap the lip, or outer, geometry can have.

Cap weight

This value influences how much space in the lightmap the inner geometry can have.