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cap_generator [2017/05/10 14:53] |
cap_generator [2021/04/27 09:19] (current) |
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+ | ====== Cap Generator ====== | ||
+ | {{: | ||
+ | |||
+ | ===== Generation ===== | ||
+ | Unlike most generators, caps utilize only the " | ||
+ | |||
+ | ===== 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. | ||
+ | |||
+ | =====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. | ||
+ | |||
+ | ==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. | ||
+ | |||
+ | ====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. | ||
+ | |||
+ | > | ||
+ | |||
+ | ====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 [[kcmaterialsassetsbar|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. | ||
+ | |||
+ | == Rings resolution == | ||
+ | Scales the number of rings based on the selected model resolution. | ||
+ | |||
+ | ==Lip== | ||
+ | Sets the number of rings comprising the lip, or outer, section. | ||
+ | |||
+ | == Lip resolution == | ||
+ | Scales the number of lip segments based on the selected model resolution. | ||
+ | |||
+ | =====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 [[tooldisplacementsbar|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' | ||
+ | |||
+ | ===== Dynamic LOD ===== | ||
+ | The [[kclod|Dynamic LOD System]] automatically creates multiple levels of detail for a model. | ||
+ | |||
+ | == Weight == | ||
+ | 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. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Ring Segments == | ||
+ | Scales back the number of inner rings for each successive [[kclod|LOD]]. | ||
+ | |||
+ | == Lip Segments == | ||
+ | Scales back the amount of lip (or outer) rings for each successive [[kclod|LOD]]. | ||
+ | |||
+ | =====Lightmap===== | ||
+ | Lightmap UVs are computed for several versions of the Modeler designed for use with game engines. | ||
+ | |||
+ | Every object' | ||
+ | |||
+ | 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. | ||