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toolshapecontrol [2018/07/25 13:13]
scruggs
toolshapecontrol [2018/10/18 10:13] (current)
sechrest
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 Shape Control is a feature of the [[branch_generator|Branch Generator]] that lets you quickly confine your tree within a shape that is anchored somewhere in the tree's hierarchy. ​ Shape Control is a feature of the [[branch_generator|Branch Generator]] that lets you quickly confine your tree within a shape that is anchored somewhere in the tree's hierarchy. ​
  
-Shape control serves as an alternative to using a [[mesh_forces|Mesh Force]] to create a tree shapebut offers the additional benefit of being able to control the distribution of branches as they fill the shape.+Shape control serves as an alternative to using a [[mesh_forces|Mesh Force]] to create a tree shape but offers the additional benefit of being able to control the distribution of branches as they fill the shape.
  
  
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 A sphere is the default shape used for shape control, and you can do many things with it. However, you may use any shape [[kcmeshes|mesh]] to guide the growth. You set this by choosing '​Mesh'​ in the [[branch_generator#​shape_control|"​Shape Control:​Style"​]] property. You need to load the mesh you wish to use in the [[toolmeshesbar|mesh asset]] tab and then turn it into a '​[[mesh_forces|Mesh Force]]'​. ​ A sphere is the default shape used for shape control, and you can do many things with it. However, you may use any shape [[kcmeshes|mesh]] to guide the growth. You set this by choosing '​Mesh'​ in the [[branch_generator#​shape_control|"​Shape Control:​Style"​]] property. You need to load the mesh you wish to use in the [[toolmeshesbar|mesh asset]] tab and then turn it into a '​[[mesh_forces|Mesh Force]]'​. ​
  
-To turn a mesh into a mesh force, you need to go to your '​Forces'​ push button in the toolbar above the viewport -> 'Add Force' -> '​Mesh'​ and select the mesh. You will want to scale the mesh force to appropriate size by using the 'Mesh Force' properties that appear when you converted your mesh into a mesh force.+To turn a mesh into a Mesh force, you need to go to your '​Forces'​ push button in the toolbar above the viewport -> 'Add Force' -> '​Mesh'​ and select the mesh. You will want to scale the Mesh force to an appropriate size by using the 'Mesh Force' properties that appear when you converted your mesh into a Mesh force.
  
 > **Note**: For a custom mesh, the branches are distributed within the force mesh as one object. For multiple shapes at each branch level, copy and paste the custom mesh. > **Note**: For a custom mesh, the branches are distributed within the force mesh as one object. For multiple shapes at each branch level, copy and paste the custom mesh.
  
 =====Position===== =====Position=====
-Where you place your shape is an important part of shape control that determines its effect on the tree. Shape Control can be set to any level of your tree structure. Once applied, it will automatically include all of the generators after it in the hierarchyuntil you manually turn off the levels you don't want to include by changing the [[branch_generator#​spine|"​Spine:​Stop shape control"​]] property.+Where you place your shape is an important part of shape control that determines its effect on the tree. Shape Control can be set to any level of your tree structure. Once applied, it will automatically include all of the generators after it in the hierarchy until you manually turn off the levels you don't want to include by changing the [[branch_generator#​spine|"​Spine:​Stop shape control"​]] property.
  
 |  {{:​exampleshape_2.jpg?​300}} ​ |  {{::​shapeexample3.jpg?​300}} ​ | |  {{:​exampleshape_2.jpg?​300}} ​ |  {{::​shapeexample3.jpg?​300}} ​ |
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 =====Post-Shape Deformations===== =====Post-Shape Deformations=====
  
-Deformations done to the branch spine, such as [[branch_generator#​noise|noise]],​ [[branch_generator#​shape|gravity]],​ and [[kcforces|forces]],​ all happen after shape control. Because of this, they are capable of pulling your branches outside the desired shape, as shown below. The easiest ​modelling ​method while working with shape control is to keep your generators free of these deformations until you've gotten your shape control working correctly. Then, you can proceed to the other deformations.+Deformations done to the branch spine, such as [[branch_generator#​noise|noise]],​ [[branch_generator#​shape|gravity]],​ and [[kcforces|forces]],​ all happen after shape control. Because of this, they are capable of pulling your branches outside the desired shape, as shown below. The easiest ​modeling ​method while working with shape control is to keep your generators free of these deformations until you've gotten your shape control working correctly. Then, you can proceed to the other deformations.
 {{ :​gravityshape..jpg?​350 }} {{ :​gravityshape..jpg?​350 }}