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+ | ====== Fan - UE4 ====== | ||
+ | This section details the properties of the Fan object when the Modeler is using the UE4 wind algorithm. | ||
+ | |||
+ | > | ||
+ | |||
+ | |||
+ | ===== Main ===== | ||
+ | The properties in this group control wind quality and the enabled state. | ||
+ | |||
+ | ==Wind wizard...== | ||
+ | Press the button to launch the Wind Wizard. | ||
+ | |||
+ | ==Preset== | ||
+ | Controls the balance between performance and quality inside UE4. Options include: | ||
+ | |||
+ | ^No wind|The model will be static in UE4. **Fastest, lowest quality**| | ||
+ | ^Fastest|Only global sway will be applied to the model.| | ||
+ | ^Fast|Global sway and leaf ripple are applied to the model.| | ||
+ | ^Better|Global sway, branch motion, and leaf ripple are applied to the model.| | ||
+ | ^Best|Global sway, branch motion, leaf ripple, and leaf tumbling are applied to the model.| | ||
+ | ^Palm|Global sway, branch motion, leaf ripple, leaf tumbling, and frond ripple are applied to the model. **Slowest, best quality**| | ||
+ | |||
+ | ==Enabled== | ||
+ | Use this property to toggle wind on and off in the [[tree_window|Tree Window]]. | ||
+ | |||
+ | |||
+ | |||
+ | =====Settings===== | ||
+ | The properties in this group control high level wind settings. | ||
+ | |||
+ | ==Strength== | ||
+ | This property sets the strength of the wind. 0.0 corresponds to no wind, 1.0 corresponds to the highest wind. | ||
+ | |||
+ | > | ||
+ | |||
+ | ====Response Times==== | ||
+ | These properties control how quickly the model responds to changes in wind strength and direction. | ||
+ | |||
+ | ==Strength== | ||
+ | Sets the response time for strength changes. | ||
+ | |||
+ | ==Direction== | ||
+ | Sets the response time for direction changes. | ||
+ | |||
+ | ====Wind Anchor==== | ||
+ | The wind anchor is used only in conjunction with the " | ||
+ | |||
+ | == Vertical offset == | ||
+ | By default, the wind anchor will position itself at a height halfway up the model. Use this property to adjust its position up or down on the Z axis. | ||
+ | |||
+ | == Distance Scale == | ||
+ | The wind anchor will be positioned at a reasonable distance from the center of the model in the current wind directions. | ||
+ | |||
+ | ====Scalars==== | ||
+ | The properties in this group scale the effect of several wind properties across all wind motion categories. Use these scalars to make sweeping changes to the entire animation (e.g., speed the whole thing up with a frequency scale). | ||
+ | |||
+ | ==Distance== | ||
+ | Scales all wind motion distance properties (branch motion, leaf ripple, etc.). | ||
+ | |||
+ | ==Frequency== | ||
+ | Scales all wind motion frequency values. | ||
+ | |||
+ | ==Direction adherence== | ||
+ | Scales all direction adherence values. | ||
+ | |||
+ | =====Global Motion===== | ||
+ | Global Motion refers to the uniform swaying back and forth of the entire model. | ||
+ | |||
+ | ==Height exponent== | ||
+ | Augments the swaying effect towards the top of the model. | ||
+ | |||
+ | ==Distance== | ||
+ | Controls how far, in world units, the model will sway in high wind conditions. | ||
+ | |||
+ | ==Frequency== | ||
+ | Controls how fast the global motion oscillates. | ||
+ | |||
+ | ==Direction adherence== | ||
+ | Controls how much the model leans into the direction of the wind. Swaying occurs relative to this position. | ||
+ | |||
+ | =====Branch Motion===== | ||
+ | The properties in this group control the movement of the branches where " | ||
+ | |||
+ | ==Distance== | ||
+ | Controls how far branches will oscillate. | ||
+ | |||
+ | ==Frequency== | ||
+ | Controls how rapidly branches will oscillate. | ||
+ | |||
+ | ==Whip== | ||
+ | Enables this property to make branches appear more " | ||
+ | |||
+ | ==Direction adherence== | ||
+ | Controls how much the branches lean into the direction of the wind. Swaying occurs relative to this position. | ||
+ | |||
+ | ==Turbulence== | ||
+ | Controls how much chaotic motion is the branch direction adherence. | ||
+ | |||
+ | ==Sway bias== | ||
+ | This property controls how likely a branch is to get " | ||
+ | |||
+ | ==Sway freq== | ||
+ | This option controls how often " | ||
+ | |||
+ | > | ||
+ | |||
+ | =====Leaf Motion===== | ||
+ | The properties in this group control the behavior of leaf meshes. | ||
+ | |||
+ | > | ||
+ | |||
+ | ====Ripple==== | ||
+ | Leaf rippling is the act of the leaf geometry vertices oscillating back and forth along their surface normal. | ||
+ | |||
+ | ==Distance== | ||
+ | Controls how far the vertices will move during oscillation. | ||
+ | |||
+ | ==Frequency== | ||
+ | Controls how fast leaf vertices will oscillate. | ||
+ | |||
+ | ====Tumble==== | ||
+ | Leaf tumbling is the act of individual leaf meshes rotating around their anchor point. | ||
+ | |||
+ | ==Flip== | ||
+ | Controls how much the leaf rotates in the direction of the wind. | ||
+ | |||
+ | ==Twist== | ||
+ | Controls how much the leaf rotates in a direction orthogonal to the wind. | ||
+ | |||
+ | ==Frequency== | ||
+ | Controls how fast the leaves oscillate. | ||
+ | |||
+ | ==Direction adherence== | ||
+ | Controls how much the leaves point in the direction of the wind (leaves are pointed before they oscillate). | ||
+ | |||
+ | ===Twitch=== | ||
+ | Leaf twitching simulates the periodic flips and twists of leaves separate from their nominal oscillations. | ||
+ | |||
+ | ==Throw== | ||
+ | Controls how much more leaves " | ||
+ | |||
+ | ==Frequency== | ||
+ | Controls how often twitches might happen. | ||
+ | |||
+ | ==Sharpness== | ||
+ | Controls how quickly leaves get in and out of a twitch. | ||
+ | |||
+ | =====Frond Motion===== | ||
+ | Frond animation is achieved by oscillating frond vertices along their surface normal in a manner similar to leaf rippling. | ||
+ | |||
+ | ==Distance== | ||
+ | Controls how far the vertices will move during oscillation. | ||
+ | |||
+ | ==Frequency== | ||
+ | Controls how fast frond vertices will oscillate. | ||
+ | |||
+ | ==Tile== | ||
+ | Controls how much the ripple effect is tiled across the frond. | ||
+ | |||
+ | ==Adjust lighting== | ||
+ | When enabled, frond ripple affects the geometry normals, resulting in slower performance but better lighting (particularly better specular effects). | ||
+ | |||
+ | ==Lighting scalar== | ||
+ | When " | ||
+ | |||
+ | =====Gusting===== | ||
+ | The properties in this group control the timing and strength of random wind [[windvfx# | ||
+ | |||
+ | ==Enabled== | ||
+ | Toggles gusting on and off. | ||
+ | |||
+ | ==Frequency== | ||
+ | Controls how often gusts can occur. | ||
+ | |||
+ | ==Strength== | ||
+ | Controls how much additional wind strength is added to the nominal wind strength during a gust. Add variance to make each gust random. | ||
+ | |||
+ | ==Duration== | ||
+ | When a gust happens, this value controls how long it will remain active (in seconds). Use the variance to make each gust length random. | ||
+ | |||
+ | ====Response Scalars==== | ||
+ | |||
+ | ==Rise== | ||
+ | This value scales how long it takes for a gust to reach its maximum value. Lower this value to increase the speed at which gusts impact the model. | ||
+ | |||
+ | ==Fall== | ||
+ | This value scales how long it takes for a gust to return to the nominal wind level. Lower this value to increase the speed at which the model returns to nominal wind conditions after a gust. | ||
+ | |||