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shell_generator [2018/10/15 15:32] |
shell_generator [2021/04/27 09:19] (current) |
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+ | ====== Shell Generator ====== | ||
+ | {{: | ||
+ | |||
+ | Only the properties presented below are editable on shells. | ||
+ | |||
+ | ===== UV Mapping ===== | ||
+ | The properties in this group control the UV coordinate generation. | ||
+ | |||
+ | ==== Style ==== | ||
+ | Sets the method by which UVs are computed from the following options: | ||
+ | |||
+ | ^Unrestricted | No locks. Unlimited tiling for both U and V. | | ||
+ | ^U locked [0,1], V unrestricted | Forces all U coordinates to be in the range [0.0, 1.0], but allows unlimited V tiling. | | ||
+ | ^U and V locked [0,1] | Locks both U and V texture maps to the range [0.0, 1.0]. | | ||
+ | |||
+ | ==== U ==== | ||
+ | U coordinates circle the branch. | ||
+ | |||
+ | == Absolute == | ||
+ | Sets the minimum number of times the material tiles around the branch. | ||
+ | |||
+ | == + Relative == | ||
+ | The number of additional tiles based on the branch radius and this number are added to the " | ||
+ | |||
+ | == Offset == | ||
+ | U values are shifted by this amount. | ||
+ | |||
+ | > | ||
+ | |||
+ | === Twist === | ||
+ | == Amount == | ||
+ | Sets the number of full revolutions to twist the material per V tile. | ||
+ | |||
+ | == Random Flip == | ||
+ | Randomly flips the texture twist direction. | ||
+ | |||
+ | ==== V ==== | ||
+ | V coordinates run along the branch. | ||
+ | |||
+ | == Style == | ||
+ | This property selects the method used to compute V coordinates from the following options: | ||
+ | |||
+ | ^Absolute | V tiling is set explicitly.| | ||
+ | ^Relative (Keep Aspect Ratio) | V tiling is computed based on the U tiling and branch radius in such a way that the aspect ratio of the applied material is maintained.| | ||
+ | ^Relative | V tiling is computed based on the length of the branch.| | ||
+ | |||
+ | == Anchor == | ||
+ | This property selects which end of the branch the V coordinates are computed from. | ||
+ | |||
+ | ^Start | V coordinates are computed from the start towards the end. | | ||
+ | ^End | V coordinates are computed from the end towards the start. | | ||
+ | |||
+ | == Scale == | ||
+ | Controls the amount of V tiling. | ||
+ | |||
+ | == Offset == | ||
+ | V values are shifted by this amount. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Override V Coords for Extensions == | ||
+ | Branch extensions typically continue their parent' | ||
+ | |||
+ | > | ||
+ | |||
+ | ===== Materials ===== | ||
+ | The properties in this group control the material assignments. | ||
+ | |||
+ | ==== Branch ==== | ||
+ | Applies a material to the branches in this generator. Use the button controls to add [+] or remove [-] materials per geometry type. | ||
+ | |||
+ | == Material == | ||
+ | Specify a named material from the [[kcmaterialsassetsbar|Materials Bar]], a named set from the [[toolmaterialsassetsbar|Material Sets Bar]], or use " | ||
+ | |||
+ | == Weight == | ||
+ | Sets the probability that a node will receive this material index (this weight ÷ the sum of all weights). | ||
+ | |||
+ | > | ||
+ | |||
+ | ===== Lightmap ===== | ||
+ | Lightmap UVs are computed for several versions of the Modeler designed for use with game engines. | ||
+ | |||
+ | == Weight == | ||
+ | This value influences how much space in the lightmap branches made by this generator can have. | ||
+ | |||
+ | Use the distribution curve to control where the lightmap UV density is applied. | ||
+ | |||
+ | In addition, every object' | ||
+ | |||
+ | =====Decorator===== | ||
+ | The properties in this group control how much of the parent is covered by the shell and how much wider the shell is than its parent. | ||
+ | |||
+ | ==Position== | ||
+ | This value controls how far up the parent the shell goes. 0.0 means cover none of it and 1.0 corresponds to fully covering the parent. | ||
+ | |||
+ | > | ||
+ | |||
+ | ==Scale== | ||
+ | Controls how much wider the shell is than the parent is (in terms of the parent' | ||