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leaf_mesh_generator [2017/09/07 15:09]
sechrest
leaf_mesh_generator [2018/10/15 12:44] (current)
sechrest
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 == Flip == == Flip ==
-When enabled, randomly selected leaf nodes are flipped over the Y axis.+When enabled, randomly selected leaf nodes are flipped over the Y-axis.
  
 == Weld == == Weld ==
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 == Cross == == Cross ==
-When enabled, leaves are rotated so that they are perpendicular to the original leaf placement. This is a short cut for creating crossed, intersecting meshes that have the same position.+When enabled, leaves are rotated so that they are perpendicular to the original leaf placement. This is a shortcut ​for creating crossed, intersecting meshes that have the same position.
  
-== Fix Einding ​==+== Fix Winding ​==
 When enabled, the face winding of the polygons in the final mesh is adjusted to match the direction of the surface normals. ​ This correction is applied after vertex deformation and lighting adjustments. When enabled, the face winding of the polygons in the final mesh is adjusted to match the direction of the surface normals. ​ This correction is applied after vertex deformation and lighting adjustments.
  
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 == Material == == Material ==
 This property specifies a named material from the [[kcmaterialsassetsbar|Material Bar]]. If "​None"​ is selected or the chosen material has no assigned mesh, a simple square will be used as placeholder geometry. This property specifies a named material from the [[kcmaterialsassetsbar|Material Bar]]. If "​None"​ is selected or the chosen material has no assigned mesh, a simple square will be used as placeholder geometry.
 +
 +== Mesh ==
 +Use this property to choose a particular mesh from the material asset or allow it to pick randomly ("​Any"​),​ the first mesh on the asset ("​Primary"​),​ or any mesh but the first ("Not primary"​).
  
 == Weight == == Weight ==
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 == Size Increase % == == Size Increase % ==
-This curve controls the increase in size of the leaf nodes as the [[kcresolution|resolution]] changes. ​ It is often desirable to increase the size of the leaves at lower resolutions to make up for a lower number of leaves.+This curve controls the increase in the size of the leaf nodes as the [[kcresolution|resolution]] changes. ​ It is often desirable to increase the size of the leaves at lower resolutions to make up for a lower number of leaves.
  
 == Mesh LOD == == Mesh LOD ==
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 == Face == == Face ==
-Spins leaves around their stem so that their "​up"​ vector points in the direction of the parent'​s growth. ​ Use this property to make the leaves face out relative to their parent.+Spins the leaves around their stem so that their "​up"​ vector points in the direction of the parent'​s growth. ​ Use this property to make the leaves face out relative to their parent.
  
 >​**Note:​** Interval and Phyllotaxy generation modes work best with these properties. ​ These modes give each leaf an idea of which side they'​re on.  Doing so makes a positive value for "​Align,"​ "​Face,"​ and "​Fold"​ all work the same, regardless where the leaf was generated. >​**Note:​** Interval and Phyllotaxy generation modes work best with these properties. ​ These modes give each leaf an idea of which side they'​re on.  Doing so makes a positive value for "​Align,"​ "​Face,"​ and "​Fold"​ all work the same, regardless where the leaf was generated.
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 ===== Final Adjustments ===== ===== Final Adjustments =====
-These edits are applied to the leaf meshes as a groupafter Local Orientation and Sensitivity are computed.+These edits are applied to the leaf meshes as a group after Local Orientation and Sensitivity are computed.
  
 == Up == == Up ==
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 ===== Deformation ===== ===== Deformation =====
-The properties in this group alter the shape of the the leaf mesh. It is important to remember that these properties work best when there are enough vertices in the mesh to reveal the changes.+The properties in this group alter the shape of the leaf mesh. It is important to remember that these properties work best when there are enough vertices in the mesh to reveal the changes.
  
->​**Note:​** Using these properties on low resolution meshes can produce undesirable results. ​ You should always have at least one vertex near the center of the mesh for the best results.+>​**Note:​** Using these properties on low-resolution meshes can produce undesirable results. ​ You should always have at least one vertex near the center of the mesh for the best results.
  
 ==Fold== ==Fold==
-Folds both sides of the leaf, length wise, along the Y axis of the mesh. A negative value bends down, while a positive value bends up. +Folds both sides of the leaf, lengthwise ​along the Y-axis of the mesh. A negative value bends down, while a positive value bends up. 
  
 ==Curl== ==Curl==
-Curls the leaf around the mesh's X axis.+Curls the leaf around the mesh's X-axis.
  
 ==Twist== ==Twist==
-Twists the leaf around the mesh's Y axis.  The farther away a vertex is from the X axis, the more it is rotated.+Twists the leaf around the mesh's Y-axis.  The farther away a vertex is from the X-axis, the more it is rotated.
  
 ==== Vertex ==== ==== Vertex ====
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 ==X== ==X==
-Scales the mesh by this amount in the X axis.+Scales the mesh by this amount in the X-axis.
  
 ==Y== ==Y==
-Scales the mesh by this amount in the Y axis.+Scales the mesh by this amount in the Y-axis.
  
 ==Z== ==Z==
-Scales the mesh by this amount in the Z axis.+Scales the mesh by this amount in the Z-axis.
  
 ===== Lighting ===== ===== Lighting =====
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 >​**Note:​** These properties are not typically necessary for high detail VFX models but they can significantly improve the lighting on meshes that represent [[atclusters|clusters]] of leaves in real-time models. >​**Note:​** These properties are not typically necessary for high detail VFX models but they can significantly improve the lighting on meshes that represent [[atclusters|clusters]] of leaves in real-time models.
 +
 +==Smooth==
 +Use this property to compute smooth normals based on the average face normals at each vertex after the deformations have been computed. ​ A value of zero means no smoothing, a value of 1.0 means completely smoothed normals. ​ The other lighting adjustments in this group are applied after smoothing.
  
 ==== Parent Puffiness ==== ==== Parent Puffiness ====
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 ==Scalar== ==Scalar==
-Use this property to scale how much the leaf 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 pivot point. ​ The right hand side corresponds to the vertex farthest away.+Use this property to scale how much the leaf 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 pivot point. ​ The right-hand side corresponds to the vertex farthest away.
  
->​**Note:​** The left hand side of the profile curve must be zero to avoid disconnections ​from parent.+>​**Note:​** The left-hand side of the profile curve must be zero to avoid disconnecting ​from the parent.
  
 ==Group== ==Group==
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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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 == Style == == Style ==
-Use this property to set how the leaves behave during collision computations from the the following options:+Use this property to set how the leaves behave during collision computations from the following options:
  
 ^Everything | Leaves in this generator collide with each other and all other leaves.| ^Everything | Leaves in this generator collide with each other and all other leaves.|
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 ^Nothing |These leaves do not participate in collision computations.| ^Nothing |These leaves do not participate in collision computations.|
  
-== Take Parent ​==+== Take parent ​==
 When enabled, if a leaf in this generator is removed, its parent is also removed. ​ Use this option to take away twigs supporting leaves that are removed. When enabled, if a leaf in this generator is removed, its parent is also removed. ​ Use this option to take away twigs supporting leaves that are removed.
 +
 +== Ignore parent==
 +Check this box to have leaves ignore their parent when checking collisions. ​ This is useful when you're certain that the base of the leaf will frequently collide but the tips will not.
 +
 +== Also remove descendants ==
 +If this leaf is eliminated during collision computations,​ checking this box will ensure that any of its children (and their children and so on) are also eliminated. ​ This feature is useful when leaf meshes are used to represent image-based branches and have other leaves as children.
  
 == Weight == == Weight ==