User Tools

Site Tools


Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision Both sides next revision
frond_generator [2017/09/15 12:34]
titterton
frond_generator [2017/09/07 15:06] (current)
sechrest
Line 2: Line 2:
 {{:​frond.jpg?​100 |}}The Frond Generator creates a mesh that lays along a branch spine. The following sections detail each of the Frond Generator'​s properties. {{:​frond.jpg?​100 |}}The Frond Generator creates a mesh that lays along a branch spine. The following sections detail each of the Frond Generator'​s properties.
  
-> +>​**Note:​** Fronds must be placed on a branch generator to create a mesh.  If you don't want to see the branch, set its "​Skin:​Style"​ property to "Spine only".
-**Note:** Fronds must be placed on a branch generator to create a mesh.  If you don't want to see the branch, set its "​Skin:​Style"​ property to "Spine only".+
  
 ===== Generation ===== ===== Generation =====
Line 9: Line 8:
  
 ===== Random Seeds ===== ===== Random Seeds =====
-Properties that have [[variance_editor|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. +Properties that have [[toolvariance_editor|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 == == Randomize All ==
Line 18: Line 17:
  
 ==== Frond ==== ==== Frond ====
-Applies a [[materials_pbr|material]] to the frond mesh in this generator. Use the button controls to add [+] or remove [-] materials per geometry type.+Applies a [[kcmaterialspbr|material]] to the frond mesh in this generator. Use the button controls to add [+] or remove [-] materials per geometry type.
  
 >​**Note:​** Fronds will use the mesh assigned to the material if it exists. ​ If the material does not have an assigned mesh, a simple ribbon will be generated. >​**Note:​** Fronds will use the mesh assigned to the material if it exists. ​ If the material does not have an assigned mesh, a simple ribbon will be generated.
  
 == Material == == Material ==
-Specify a named material from the [[materials_assets_bar|Materials Asset bar]], or use a material set from the [[material_sets|Material Sets Bar]]. ​  ​Materials are chosen based on their weights and [[seasons|season]] settings.+Specify a named material from the [[kcmaterialsassetsbar|Materials Asset bar]], or use a material set from the [[toolmaterial_sets|Material Sets Bar]]. ​  ​Materials are chosen based on their weights and [[kcseasons|season]] settings.
  
 == Weight == == Weight ==
Line 41: Line 40:
 When set to a value other than 0, the mesh currently assigned will go up or down in mesh resolution ("​High,"​ "​Medium,"​ or "​Low"​ detail on the mesh asset). Use this property (especially in conjunction with its parent curve) to adjust mesh resolution throughout the model. When set to a value other than 0, the mesh currently assigned will go up or down in mesh resolution ("​High,"​ "​Medium,"​ or "​Low"​ detail on the mesh asset). Use this property (especially in conjunction with its parent curve) to adjust mesh resolution throughout the model.
  
->​**Note:​** "Mesh LOD" and "Mesh LOD Offset"​ both require meshes assigned in at least two of the three [[meshes|mesh asset]] LOD slots.+>​**Note:​** "Mesh LOD" and "Mesh LOD Offset"​ both require meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots.
  
 == Resolution == == Resolution ==
Line 126: Line 125:
  
 ===== Season ===== ===== Season =====
-The properties in this group provide the mechanism by which assigned materials can change with the [[seasons|Seasons]] slider.+The properties in this group provide the mechanism by which assigned materials can change with the [[kcseasons|Seasons]] slider.
  
 == Start Offset == == Start Offset ==
Line 135: Line 134:
  
 ===== Collision ===== ===== Collision =====
-The properties in this group influence how fronds in this generator interact with the [[collision|collision]] system.+The properties in this group influence how fronds in this generator interact with the [[toolcollision|collision]] system.
  
 == Style == == Style ==
Line 165: Line 164:
  
 == Speed Scale == == Speed Scale ==
-The speed at which a frond will grow is set on the [[timeline|Timeline Bar]]. Use this property to scale that value. The profile curve scales the speed relative to the fronds'​s total growth time. For example, ease in and out of the growth animation by using an "​S-curve."​+The speed at which a frond 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 fronds'​s total growth time. For example, ease in and out of the growth animation by using an "​S-curve."​
  
 ==== Transitions==== ==== Transitions====
Line 181: Line 180:
  
 =====Dynamic LOD===== =====Dynamic LOD=====
-The properties in this group control the [[lod|LOD]] behavior of the fronds.+The properties in this group control the [[kclod|LOD]] behavior of the fronds.
  
 ==Weight== ==Weight==
Line 187: Line 186:
  
 ==Mesh== ==Mesh==
-Controls which [[meshes#Mesh LOD|mesh LOD]] (if present) is used for each LOD state. ​ The left side of the curve corresponds to the highest LOD.  The right side corresponds to the lowest LOD.+Controls which [[kcmeshes#Mesh LOD|mesh LOD]] (if present) is used for each LOD state. ​ The left side of the curve corresponds to the highest LOD.  The right side corresponds to the lowest LOD.
  
 ===== Vertex Color ===== ===== Vertex Color =====
Line 231: Line 230:
  
 ====Mesh Asset==== ====Mesh Asset====
-The properties in this group control how vertex colors stored in the [[meshes|mesh asset]] are combined with the computed vertex colors.+The properties in this group control how vertex colors stored in the [[kcmeshes|mesh asset]] are combined with the computed vertex colors.
  
 ==Style== ==Style==