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frond_generator [2017/09/15 12:34]
titterton
frond_generator [2018/10/15 14:47] (current)
sechrest
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 ===== 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 ==
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 ==== 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 ==
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 ==Flip== ==Flip==
-When enabled, randomly selected frond nodes are flipped over the Y axis.+When enabled, randomly selected frond nodes are flipped over the Y-axis.
  
 ==Two-Sided== ==Two-Sided==
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 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 ==
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 ==Width== ==Width==
-Scales the width of the mesh.  This scale corresponds to the X axis of the mesh asset. ​+Scales the width of the mesh.  This scale corresponds to the X-axis of the mesh asset. ​
  
 ==Height== ==Height==
-Scales the height of the mesh.  This scale corresponds to the Z axis of the mesh asset.+Scales the height of the mesh.  This scale corresponds to the Z-axis of the mesh asset.
  
 ===== Lighting ===== ===== Lighting =====
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 ==+ Relative== ==+ Relative==
-A number of segments is computed ​based on the frond width and this value. This number is added to the “Absolute” ​segments ​for the final number of frond width segments used.+Segments are added to the "​Absolute"​ value based on the length of the parent ​to arrive at the total number of segments ​across ​the frond.
  
 >​**Note:​** You must have vertices running up the center of your frond to avoid deformation artifacts (e.g., the frond separating from the spine). ​ For fronds that don't use a mesh, favor even numbers of segments where possible. >​**Note:​** You must have vertices running up the center of your frond to avoid deformation artifacts (e.g., the frond separating from the spine). ​ For fronds that don't use a mesh, favor even numbers of segments where possible.
  
 ===== 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 ==
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 ===== 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 ==
-Use this property to set how the fronds behave during collision computations from the the following options:+Use this property to set how the fronds behave during collision computations from the following options:
  
 ^Everything | Fronds in this generator collide with each other and all other leaves.| ^Everything | Fronds in this generator collide with each other and all other leaves.|
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 == Pivot Threshold == == Pivot Threshold ==
-Sets how far away from pivot (as a percentage of size) a collision has to happen in order to count. ​ Use this property to eliminate unwanted removals of fronds anchored near each other.+Sets how far away from the pivot (as a percentage of size) a collision has to happen in order to count. ​ Use this property to eliminate unwanted removals of fronds anchored near each other.
  
 ===== Wind ===== ===== Wind =====
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 ==Amount== ==Amount==
-Scales how much the frond moves during wind simulations. ​ The amount and frequency of motion ​is set on the [[fan|Fan]] object. ​ The left hand side of the profile curve corresponds to the start of the frond. ​ The right hand side corresponds to the end.+Scales how much the frond moves during wind simulations. ​ The amount and frequency of motion ​are set on the [[fan|Fan]] object. ​ The left-hand side of the profile curve corresponds to the start of the frond. ​ The right-hand side corresponds to the end.
  
 ==Cross== ==Cross==
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 == 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'​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'​ total growth time. For example, ease in and out of the growth animation by using an "​S-curve."​
  
 ==== Transitions==== ==== Transitions====
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 =====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==
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 ==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 =====
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 ^Set | Sets the color directly using the "​Value"​ property (parent colors are ignored). | ^Set | Sets the color directly using the "​Value"​ property (parent colors are ignored). |
-^Offset from parent | The "​Value"​ property is added to the the vertex color inherited from the parent. |+^Offset from parent | The "​Value"​ property is added to the vertex color inherited from the parent. |
  
 ==Value== ==Value==
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 ^Set | Sets the color directly using the "​Value"​ property (parent colors are ignored). | ^Set | Sets the color directly using the "​Value"​ property (parent colors are ignored). |
-^Offset from parent | The "​Value"​ property is added to the the vertex color inherited from the parent. |+^Offset from parent | The "​Value"​ property is added to the vertex color inherited from the parent. |
  
 ==Value== ==Value==
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 ^Set | Sets the color directly using the "​Value"​ property (parent colors are ignored). | ^Set | Sets the color directly using the "​Value"​ property (parent colors are ignored). |
-^Offset from parent | The "​Value"​ property is added to the the vertex color inherited from the parent. |+^Offset from parent | The "​Value"​ property is added to the vertex color inherited from the parent. |
  
 ==Value== ==Value==
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 ====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==