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stitch_generator [2018/10/15 16:23] |
stitch_generator [2021/04/27 09:19] (current) |
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+ | ======Stitch Generator====== | ||
+ | > | ||
+ | The Stitch generator is used to connect two nodes together. | ||
+ | |||
+ | > | ||
+ | |||
+ | ===== Generation ===== | ||
+ | The Generation properties are described in full detail under | ||
+ | [[generation_properties|Generation Properties]]. | ||
+ | |||
+ | ===== Settings ===== | ||
+ | Stitches connect their parent node and their first (and only their first) child node. Use the following property to control the manner in which the Stitch operates. | ||
+ | |||
+ | ==Style== | ||
+ | Choose the style of the stitch from one of the following options: | ||
+ | ^Extend (blend geometry)|parent is molded over the child node and the seam is hidden by setting vertex transparency.| | ||
+ | ^Extend (blend texture)|parent overlaps the child and a band with a generated set of blend textures is used to join them.| | ||
+ | ^Cut|the stitch cuts off portions of the parent (no connection is made).| | ||
+ | ^Disabled|the stitch becomes inert but can still be positioned.| | ||
+ | |||
+ | ===== Blend Region ===== | ||
+ | The properties in this section control how the parent geometry is shaped around and blended with the child geometry. | ||
+ | |||
+ | == Show == | ||
+ | Controls whether or not the blend region is rendered in the Tree Window. | ||
+ | |||
+ | == Height == | ||
+ | This value sets the height of the blend region relative to the radius of the stitch. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Clearance == | ||
+ | This value increases the radius around which parent geometry is consumed for the stitch. | ||
+ | |||
+ | ==== Opacity ==== | ||
+ | The properties in this group control how vertex transparency values are computed inside of the stitch region. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Enable == | ||
+ | Turns vertex transparency value computation on and off. When disabled, the parent mesh is always opaque. | ||
+ | |||
+ | == Fade == | ||
+ | This curve controls how the fade is computed. | ||
+ | |||
+ | === Noise === | ||
+ | A perfectly smooth blend is often too noticeable to be effective. | ||
+ | |||
+ | > | ||
+ | |||
+ | == Amount == | ||
+ | This value sets how much the noise value affects the opacity computation. | ||
+ | |||
+ | == Scale == | ||
+ | This value controls the density of the noise pattern. | ||
+ | |||
+ | == Seed == | ||
+ | Vary this value to randomize only the noise pattern of the blend without randomizing any of the other properties. | ||
+ | |||
+ | == Contrast == | ||
+ | This curve modifies every computed opacity value. | ||
+ | |||
+ | ==== Geometry ==== | ||
+ | Vertex blending stitches work by molding the parent mesh around the child mesh and then fading out the vertices. | ||
+ | |||
+ | == Seal == | ||
+ | This value controls how much the parent mesh is formed around the child mesh in a manner similar to vacuum sealing. | ||
+ | |||
+ | == Minimum Gap == | ||
+ | This value represents (in terms of the size of the stitch) the minimum space that will be kept between the parent mesh and the child mesh. Use this value to force a small space between the two meshes to prevent depth conflicts in the final application (should they arise). | ||
+ | |||
+ | == Child Shaping == | ||
+ | Just as the parent can be sealed to the child geometry, so too can the child geometry be shaped to the parent. | ||
+ | |||
+ | == Segments == | ||
+ | More vertices in the stitch region result in better geometry molding and vertex blending. | ||
+ | |||
+ | == Tessellation == | ||
+ | Increasing this value will tessellate the triangles in the stitch region, favoring larger triangles first. | ||
+ | |||
+ | ==== Texture Blend ==== | ||
+ | When the texture blending style is selected, a set of texture maps is generated that overlays the parent texture on top of the child texture to create a new material to go on the Stitch band. The properties in this group control how the parent material and child material are blended. | ||
+ | |||
+ | > | ||
+ | |||
+ | > | ||
+ | |||
+ | > | ||
+ | |||
+ | == Noise scale == | ||
+ | This value controls the tightness of the noise pattern applied to the parent material. | ||
+ | |||
+ | == Pinch == | ||
+ | This value controls the range in which the blend happens. | ||
+ | |||
+ | == Normal map amount == | ||
+ | Increase this value to control how much the normal map of the parent material controls the blend amount. | ||
+ | |||
+ | == Normal map sharpness == | ||
+ | This value controls how sharp the normal map contribution is when applied to the blend. | ||
+ | |||
+ | == Custom map amount == | ||
+ | If the normal map and noise are not sufficient to create an effective blend, this value utilizes the custom map of the parent material to further break up the materials. | ||
+ | |||
+ | == Sharpness == | ||
+ | This value sets the overall sharpness of the edges during the blending process. | ||
+ | |||
+ | == Randomize == | ||
+ | Press this button to randomize each of the values in this group to produce a random blend. | ||
+ | |||
+ | ===== Band Region ===== | ||
+ | When using the texture blending approach a band of geometry is generated to link the parent mesh to the child mesh. This band is created by chopping the end off of the parent mesh, the beginning of the child mesh, stitching the geometry together into a band, and then generating a set of textures that use the removed mesh portions to create blended images to map onto the band. The properties in this section control the band geometry and texture generation. | ||
+ | |||
+ | ==== Geometry ==== | ||
+ | The properties in this group control how the band geometry is created. | ||
+ | |||
+ | == Segments == | ||
+ | This value sets the number of slices in the band. Increase this value to give yourself more geometry to help shape the band in the overlap area. | ||
+ | |||
+ | == Overlap == | ||
+ | Use this curve to control how the geometry is interpolated. | ||
+ | |||
+ | == Tessellate == | ||
+ | Increase this value to tessellate triangles in the band region. | ||
+ | |||
+ | === Pinch V === | ||
+ | The V texture coordinates are computed to exactly match the generated maps; however, this may result in slight errors near the edges of the stitch due to mipmapping and texture repeating. | ||
+ | |||
+ | == Low == | ||
+ | Increases the low V coordinate value. | ||
+ | |||
+ | == High == | ||
+ | Decreases the high V coordinate value. | ||
+ | |||
+ | ==== Material ==== | ||
+ | The properties in this group control when textures are generated and applied. | ||
+ | |||
+ | 1. Position the stitch in a valid location. | ||
+ | 2. Make sure the band material is the default setting (" | ||
+ | 3. Adjust the band geometry settings. | ||
+ | 4. Adjust the blend settings. | ||
+ | 5. Generate the textures. | ||
+ | 6. Create a material that uses those textures (or reload one that already does). | ||
+ | 7. Assign the material to the band. | ||
+ | 8. Repeat the process (especially step 2!) to make edits. | ||
+ | |||
+ | == Texture Size == | ||
+ | This value sets the size, in pixels, of the longest dimension (usually width) of the generated textures. | ||
+ | |||
+ | == Generate Textures == | ||
+ | When the preview looks correct and the texture size is set, press this button to create a set of maps in a folder you designate. | ||
+ | |||
+ | === Material === | ||
+ | Use the material property in this group to assign the material you created in the previous step. | ||
+ | |||
+ | == Material == | ||
+ | Specifies the material for the band. | ||
+ | |||
+ | == Weight == | ||
+ | Not applicable. | ||
+ | |||
+ | ===== Lightmap ===== | ||
+ | The property in this group affects the influence stitches in this generator have on the lightmap. | ||
+ | |||
+ | > | ||
+ | |||
+ | ==Weight== | ||
+ | Use this property to increase or decrease the importance of this generator' |