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spine_generator [2018/10/15 16:26]
sechrest
spine_generator [2018/10/15 16:31] (current)
sechrest
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 ==Spacing== ==Spacing==
-The radial distance between each frond blade. A value of 1.0 results in equal distance on both sides of the frond. ​+The radial distance between each frond blade. A value of 1.0 results in an equal distance on both sides of the frond. ​
  
 ^ Requires a frond count greater than 1. ^|| ^ Requires a frond count greater than 1. ^||
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 ==Normal Bias== ==Normal Bias==
-Modulates between the standard frond normals (0.0) and the normals as set in the source mesh (1.0). ​+Modulates between the standard frond normals (0.0) and the normals as defined ​in the source mesh (1.0). ​
  
 ==Offset Direction== ==Offset Direction==
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 Selects how the radius is computed from the following options: Selects how the radius is computed from the following options:
  
-^Absolute | The radius of the branch is determined using real world units. |+^Absolute | The radius of the branch is determined using real-world units. |
 ^Relative | The radius of the branch is a percentage of its parent node at the point where it was generated. | ^Relative | The radius of the branch is a percentage of its parent node at the point where it was generated. |
  
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 The radius of the extruded branch skin.  The radius of the extruded branch skin. 
  
-^ Radius is limited to the radius profile percentage of the parent node at the point where each branch is generated unless ​clamp radius is disabled. ^||+^ Radius is limited to the radius profile percentage of the parent node at the point where each branch is generated unless ​"​Clamp ​radius" ​is disabled. ^||
  
 ==Clamp Radius== ==Clamp Radius==
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 ==Texture Pull== ==Texture Pull==
-The amount to extend the blended texture region ​up the child branch, elongating or squashing the texture mapping. ​+The amount to extend the blended texture region ​along the child branch, elongating or squashing the texture mapping. ​
  
 ==Offset== ==Offset==
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 ^Relative | Both U and V tile are computed based on the length and radius of the node. | ^Relative | Both U and V tile are computed based on the length and radius of the node. |
-^U relative | U tile is computed based on the radius of the node. | +^U relative | U-tile is computed based on the radius of the node. | 
-^V relative | V tile is computed based on the length of the node. | +^V relative | V-tile is computed based on the length of the node. | 
-^Absolute | Both U and V tile are set explicitly. |+^Absolute | Both U-tile and V-tile are set explicitly. |
  
 ==U Correction== ==U Correction==
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 The number of times the material tiles around a branch. ​ The number of times the material tiles around a branch. ​
  
->​**Note:​** If __Texture Coordinates:​ Style__ is set to relative, this integer becomes a float and the actual value is a function of the radius of individual nodes. The computed U tile value is then rounded to an integer to avoid texture seams.+>​**Note:​** If __Texture Coordinates:​ Style__ is set to relative, this integer becomes a floating point value and the actual value is a function of the radius of individual nodes. The computed U tile value is then rounded to an integer to avoid texture seams.
  
 ==V Tile== ==V Tile==
 The number of times the material tiles along the length of a branch. ​ The number of times the material tiles along the length of a branch. ​
  
->​**Note:​** If __Texture Coordinates:​ Style__ is set to relative, this integer becomes a float and the actual value is a function of the length of individual nodes.+>​**Note:​** If __Texture Coordinates:​ Style__ is set to relative, this integer becomes a floating point value and the actual value is a function of the length of individual nodes.
  
 ==U Offset== ==U Offset==
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 ===== Materials ===== ===== Materials =====
  
-Branches, caps and fronds can each have multiple materials to be distributed randomly. Use the button controls to add [+] or remove [-] materials per geometry type. +Branches, capsand fronds can each have multiple materials to be distributed randomly. Use the button controls to add [+] or remove [-] materials per geometry type. 
  
 ==Geometry== ==Geometry==
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 ==Weight== ==Weight==
-Probability ​that a node will receive this material index (this weight ÷ sum of all weights).+The probability ​that a node will receive this material index (this weight ÷ sum of all weights).
  
 ==Sync Index== ==Sync Index==
-When enabled (and multiple branch, cap, and fronds ​materials are present), the distribution of cap and frond materials is synced to the distribution of branch materials. This ensures that "​Branch 1" and "Cap 1" are always assigned together, and so on. +When enabled (and multiple branch, cap, and frond materials are present), the distribution of cap and frond materials is synced to the distribution of branch materials. This ensures that "​Branch 1" and "Cap 1" are always assigned together, and so on. 
  
 ===== Displacement ===== ===== Displacement =====
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 The strength of the wind effect on this set of nodes. ​ The strength of the wind effect on this set of nodes. ​
  
->​**Note:​** The left hand side of the profile curve must be zero to avoid branch disconnections.+>​**Note:​** The left-hand side of the profile curve must be zero to avoid branch disconnections.
  
 ==Rotation== ==Rotation==
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 The number of bones generated along the length of spines. The number of bones generated along the length of spines.
  
->​**Note:​** If Bone Style is set to relative, this integer becomes a float and the actual number of bones generated is a function of the length of individual nodes. ​+>​**Note:​** If Bone Style is set to relative, this integer becomes a floating point value and the actual number of bones generated is a function of the length of individual nodes. ​
  
 ==Radius Scalar== ==Radius Scalar==