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SubDiv Generator

Note: This generator has been deprecated. Please upgrade these generators to Branch generators.

Generation

The Generation properties are described in full detail under Generation Properties.

Forces

The properties in this group control the behavior of forces on this generator.

Random Seeds

Properties that have 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

Randomizes the value for all seeds used to compute this generator.

Segments

Accuracy

The number of segments in the underlying spine structure.

Length Style
Relative Length segments are computed based on the length of the spine.
Absolute Length segments are set explicitly.
Length

The number of segments composing spines.

Radial

The number of segments composing the radial cross-section of branches.

Cap rings

The number of segments composing the cap geometry of broken or open-ended branches.

Spine

Length Style

The method used to determine spine length – either “Absolute” or “Relative.” When set to “Relative,” two new options become available: Length % and Limit Length, which factor into determining the final calculated lengths.

Length %

When Length Style is set to “Relative,” this value is used to determine how long the nodes of this generator will be as a percentage of their parent's length. Optionally, a length limit can be enacted, which will limit the maximum length of spines at the value set generically for length. (percentage)

Limit Length

When enabled, relative length spines will be capped at the length value. However, any individual node may be shorter than this value depending on the value set for Length % as well as the actual length of each parent node. (Boolean)

Length

The length of the spine.

Start Angle

The amount of angle offset from the parent node's growth direction at the point where each node occurs, where 0.0 is equal to the parent's direction, 1.0 is an inversion of the parent's direction, and 0.5 is perpendicular to the parent.

Roll

Uniform rotation of each spine.

Perturbance

Enabled

Toggles the affect of spine disturbance, jink frequency, and jink amount.

Disturbance

The amount of randomness applied to each angle along the spine length.

Jink Frequency

The sampling rate of the jink behavior.

Jink Amount

The amount to sample the jink behavior.

Note: “Jink frequency” and “Jink amount” work together to make the jink behavior. Either set to 0 nullifies the effect.
Return

Forces the spine node to return to its original growth path as if none of the perturbance properties were ever applied, even though in reality they are still in effect.

Note: Helpful when trying to recreate a tree with many knots and jinx, while keeping the trunk or branch on its original direction of growth.
Seed

Randomizes the values entered for the properties in this group.

Hand Drawn

Toggle Hand Drawn

Pressing this button will convert a procedural branch into a hand drawn branch and vice versa. During the process, some properties (such as Allow forces and Spine:Perturbance) are disabled or enabled to provide a more seamless conversion.

Note: Converting to hand-drawn may result in a slightly different branch. Bifurcations will become disabled and/or the spline may twitch slightly during the resampling.
Control Point Style

Selects the type of control points that are used to form the Bézier spline from the following options.

Corner Control point handles are independently rotated and scaled to best fit the hand drawing
Linear Control point handles are rotated in unison (per control point) but are scaled independently, creating linear tangents.
Smooth Control point handles are rotated and scaled in unison, creating symmetrical tangents.
Curve Fit Scalar

The accuracy of the Bézier spline that is created after hand drawing. Higher values result in the creation of more control points. Once drawn, a spline can be resampled with the “Curve fit scalar” found in the “Resample” group.

Branch

Radius Style

Selects how the radius is computed from the following options:

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.
Radius

The radius of the branch skin.

Intersection

Smooth

This property controls how far away the child's first ring is from the parent. The closer the child's first ring is to the parent, the harsher the intersection is; the further out the child's ring is, the smoother the intersection is.

Relax Scale

Averages out the vertices at the conjunction in order to remove artifacts.

Upper Spread

The amount to spread the weld segments towards the end of the parent branch, creating a “web” where the branches meet.

Lower Spread

The amount to spread the weld segments towards the start of the parent branch, creating a “web” where the branches meet.

Texture Pull

The amount to extend the blended texture region up the child branch, elongating or squashing the texture mapping.

Texture Density

Controls how tightly the texture is packed around the intersections.

Flares

Number

The number of flares around the branch.

Balance

An interpolation between equally spaced and randomly positioned flares.

Width

The radial spread of each flare.

Length

The distance out from the initial branch radius that the flares will extend.

Height

The distance the flare extends up the spine of each node.

Pinch

Compresses the flare area for a more compact and denser look without affecting the radius of the area where the vertices intersect.

Twist

Rotates the end of the flares, which is furthest away from the intersection, around the center spine.

Seed

Randomizes the values of the 'Flare' properties.

Cap

Border

Insets the cap from the branch to simulate bark thickness.

Note: A cap border greater than 0.0 results in an extra ring of cap segments.
Offset

Extrudes the cap geometry in the direction of the last length segment.

Note: Requires a Cap: Border value greater than 0.0.
Lip

The length of the ring edge surrounding the end of a trunk or branch.

Lip Sharpness

The width of the cap's ring edge. Scales from 0 to 1; at 0 the cap has a thin edge and at 1 it has a thick edge.

Angle

The rotation of the texture coordinates around the center of the cap.

Slope

The length to extend one side of the cap, creating a slope.

Note: Rotate the slope with “Angle.”

Texture Coordinates

Base

Style

Selects the method used for UV coordinate computation.

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.
V relative V tile is computed based on the length of the node.
Absolute Both U and V tile are set explicitly.
U Tile

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.
V Tile

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.
U Offset

Shifts the U coordinates.

V Offset

Shifts the V coordinates.

Twist

The number of full revolutions to twist the material per V tile.

Flip Twist

When this value is not checked, each branch twists in a counter-clockwise direction. When it is checked, each branch twists the same amount in either a clockwise or counter-clockwise direction.

Detail

The properties in this group are ignored in version 8.0 and later.

Materials

Branches and caps can each have multiple materials to be distributed randomly. Use the button controls to add [+] or remove [-] materials per geometry type.

Material

A named material from the material bank, or set to “inherited.”

Weight

Probability that a node will receive this material index (this weight ÷ sum of all weights).

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.

Displacement

Branch

Source

Selects the source of the displacement from the following options:

Noise A generic, scalable noise pattern is used for displacement.
Use material The material's height map (located in the normal map's alpha channel) is used for displacement.
Named Displacement Texture A named displacement asset.
Note:The displacement source is not exported for real-time use; it is used only as a modeling aid.
Mapping

Selects how the displacement is mapped to the branch from the following options:

Use base tex coords Displacement is mapped on top of the existing Layer: Base coordinates. Tile and offset are applied after obtaining the base coordinates.
Overwrite base tex coords Ignore the existing coordinates and map displacement explicitly by the other values in this group.
Amount

The amount of surface displacement.

Offset

The amount to offset the depth of the displacement source. Values greater than 1 will push the displacement outwards and less than 1 will bring the displacement in towards the center of the branch.

U Tile

The number of times displacement is repeated across the U direction of the geometry.

Note: If Displacement: Mapping is set to “Use base tex coords,” this value is a multiplier of the base U tile value.
V Tile

The number of times displacement is repeated along the length of the geometry.

Note: If Displacement: Mapping is set to “Use base tex coords,” this value is a multiplier of the base V tile value.
U Offset

Shifts the displacement in the U direction.

V Offset

Shifts the displacement in the V direction.

Cap

Source

Selects the source of the displacement from the following options:

Noise A generic, scalable noise pattern is used for displacement.
Use material The material's height map (located in the normal map's alpha channel) is used for displacement.
Named Displacement Texture A named displacement asset.
Note:The displacement source is not exported for real-time use; it is used only as a modeling aid.
Amount

The amount of surface displacement.

U Offset

Shifts the displacement in the U direction.

V Offset

Shifts the displacement in the V direction.

UV Tile

The number of times displacement is tiled from the center of a cap.

Angle

Rotation offset for displacement texture.

Wind

Apply

Apply wind at this level.

Weight

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.
Rotation

Controls the direction of the vector along which this branch travels during wind oscillation. These values seldom change but can be modified to prevent neighboring branches from oscillating in the same direction (this is usually done in node editing mode).

Ambient Occlusion

The properties in this group are ignored in version 8.0 and later.

Physics

Use Frond Geometry

When enabled, frond geometry is made physical as well.

Bone Style

Selects how bones are computed from the following options:

Relative The number of bones is based on the length of the spine.
Absolute The number of bones is explicitly set per-node.
Bones

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.
Radius Scalar

The percentage to scale the radius of the bones.

Length Scalar

The percentage to scale the length of the bones.

Density

The weight and stiffness of branch geometry in physics calculations.

Lightmap

Scale

Scales all of the geometry in this object's relevance in the automatically computed lightmap UV set. Use the distribution curve to control where the lightmap UV density is applied. The default value packs more at the base than at the tip. Keep in mind that the scale value is considered along with the geometry area and texture area of the object. In addition, every object's lightmap scale is compared to every other object and then the lightmap packing is determined. This means that your scale value may not be honored exactly or may get so large as to exhibit unexpected results. Use “Tools→Reset lightmap scalars” to go back to default values for the whole model.