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subdiv_generator [2017/05/19 15:55]
meredith
subdiv_generator [2018/10/15 16:37] (current)
sechrest
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 == Enabled == == Enabled ==
-Toggles the affect ​of spine disturbance,​ jink frequency, and jink amount. ​+Toggles the effect ​of spine disturbance,​ jink frequency, and jink amount. ​
  
 == Disturbance == == Disturbance ==
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 ==Toggle 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.+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. >​**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.
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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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 ==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.
  
 ==Texture Density== ==Texture Density==
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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 Tile== ==U Tile==
 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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 ==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==