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windvfx [2017/09/08 15:00]
sechrest
windvfx [2018/10/16 14:01] (current)
sechrest
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->​**Note**: ​ The blue strength bar will always ​indicated ​the effective strength of the wind based on your strength setting, the strength response time of the model, and the current gusting state.+>​**Note**: ​ The blue strength bar will always ​indicate ​the effective strength of the wind based on your strength setting, the "strength response" ​time of the model, and the current gusting state.
  
 ===== Wind Wizard ===== ===== Wind Wizard =====
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 {{ ::​wind_wizard.jpg?​nolink |}} {{ ::​wind_wizard.jpg?​nolink |}}
  
-Answer the questions on the dialog and press "​Ok"​. ​ SpeedTree will analyze your model and set wind properties on the generators and Fan object based on your model'​s structure and your wizard selections. ​ The model will recompute and wind will enabled in the window when the wizard is finished. ​ Feel free to edit the results as described below.+Answer the questions on the dialog and press "​Ok"​. ​ SpeedTree will analyze your model and set wind properties on the generators and Fan object based on your model'​s structure and your wizard selections. ​ The model will recompute and wind will be enabled in the window when the wizard is finished. ​ Feel free to edit the results as described below.
  
 ===== Editing Branch Wind ===== ===== Editing Branch Wind =====
-Branch motion is controlled by five groups of properties: one for the motion shared by the entire model (like a tall pine rocking back and forth) and then four groups corresponding to each of the four discrete wind levels in the model. ​ Wind levels are determined by starting from the Tree generator and incrementing the wind level by one for every generator encountered on each path to the leaves that has wind enabled. ​ When you enable wind the Generation Editor displays the wind level on each generator where wind is enabled.  ​Conisder ​the example below:+Branch motion is controlled by five groups of properties: one for the motion shared by the entire model (like a tall pine rocking back and forth) and then four groups corresponding to each of the four discrete wind levels in the model. ​ Wind levels are determined by starting from the Tree generator and incrementing the wind level by one for every generator encountered on each path to the leaves that have wind enabled. ​ When you enable wind the Generation Editor displays the wind level on each generator where wind is enabled.  ​Consider ​the example below:
  
 {{ ::​wind_levels.jpg?​nolink |}} {{ ::​wind_levels.jpg?​nolink |}}
  
-The "​Trunk"​ has no number indicator because wind is not enabled on that generator (it usually isn't on trunks, "​Shared"​ wind gets it).  Similarly, wind is not enabled for the "​Roots"​ generator or it'​s ​child labelled ​"​Branch"​). ​ "​Branch 1, 2, & 3" and "Twig 1, 2, & 3" all have wind enabled. ​ Notice how the wind level indicator starts at one, goes up to four, and then sticks at four for the last two twigs. ​ You can only have four discrete wind levels no matter how many generators have wind enabled. ​ It is okay to have fewer than four, and it is okay to have gaps in the number sequence as you see fit (sometimes it is better to concentrate the control near the trunk and twigs and leave middle sections alone).+The "​Trunk"​ has no number indicator because wind is not enabled on that generator (it usually isn't on trunks, "​Shared"​ wind gets it).  Similarly, wind is not enabled for the "​Roots"​ generator or its child labeled ​"​Branch"​). ​ "​Branch 1, 2, & 3" and "Twig 1, 2, & 3" all have wind enabled. ​ Notice how the wind level indicator starts at one, goes up to four, and then sticks at four for the last two twigs. ​ You can only have four discrete wind levels no matter how many generators have wind enabled. ​ It is okay to have fewer than four, and it is okay to have gaps in the number sequence as you see fit (sometimes it is better to concentrate the control near the trunk and twigs and leave middle sections alone).
  
 The wind level indicator corresponds to the levels in the "​[[fanvfx#​VFX Branch Motion|VFX Branch Motion]]"​ group on the Fan.  Edit these properties to control the behavior of each wind level. ​ Edit the wind properties on each [[branch_generator#​Wind|Branch]] generator to control weights and weight distribution along each branch. The wind level indicator corresponds to the levels in the "​[[fanvfx#​VFX Branch Motion|VFX Branch Motion]]"​ group on the Fan.  Edit these properties to control the behavior of each wind level. ​ Edit the wind properties on each [[branch_generator#​Wind|Branch]] generator to control weights and weight distribution along each branch.
  
-When editing wind curves, the left hand side of the curve corresponds to no wind ("​Calm"​) and the right hand side corresponds to maximum wind ("​Stormy"​). ​ The black line indicates the current wind strength is pictured below:+When editing wind curves, the left-hand side of the curve corresponds to no wind ("​Calm"​) and the right-hand side corresponds to maximum wind ("​Stormy"​). ​ The black line indicates the current wind strength is pictured below:
  
 {{ ::​wind-curve.jpg?​nolink |}} {{ ::​wind-curve.jpg?​nolink |}}
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 ===== Editing Frond Wind ===== ===== Editing Frond Wind =====
-Frond wind is not broken into groups or levels. ​ All fronds share the same wind attributes. ​ Edit the properties in the "​[[fanvfx#​VFX Frond Motion|VFX Frond Motion]]"​ group to control frond behavior in general and edit the [[frond_generator#​Wind|wind properties on each frond generator]] to fine tune behavior.+Frond wind is not broken into groups or levels. ​ All fronds share the same wind attributes. ​ Edit the properties in the "​[[fanvfx#​VFX Frond Motion|VFX Frond Motion]]"​ group to control frond behavior in general and edit the [[frond_generator#​Wind|wind properties on each frond generator]] to fine-tune behavior.
  
 ===== Gusting ===== ===== Gusting =====
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 The “Set conditions” menu option on the fan and wind toolbar menu provide shortcuts for setting common conditions like breezy and stormy. These choices set the nominal wind strength and gusting parameters to best match the named conditions. Use these settings to help guide wind tuning for models that will be in the same scene. The Wind Wizard will attempt to set all wind properties such that the model behaves appropriately under all of the preset conditions. The “Set conditions” menu option on the fan and wind toolbar menu provide shortcuts for setting common conditions like breezy and stormy. These choices set the nominal wind strength and gusting parameters to best match the named conditions. Use these settings to help guide wind tuning for models that will be in the same scene. The Wind Wizard will attempt to set all wind properties such that the model behaves appropriately under all of the preset conditions.
  
-You can force a gust to happen by double clicking on the gust area of the wind overlay.+You can force a gust to happen by double-clicking on the gust area of the wind overlay.
  
 >​**Note**: ​ “Duration” values of 0.0 still have an effect on gusting since the time to rise to the value and fall from it are not counted against the duration. Use 0.0 and low scalars to simulate turbulent conditions. ​ >​**Note**: ​ “Duration” values of 0.0 still have an effect on gusting since the time to rise to the value and fall from it are not counted against the duration. Use 0.0 and low scalars to simulate turbulent conditions. ​
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   * Always start with the Wind Wizard. ​ It should at least get you close.   * Always start with the Wind Wizard. ​ It should at least get you close.
-  * Less is typically more - avoid large sweeping branch motions where possible, even in high wind conditions. ​ Medium "​bending"​ and small "​turbulences" ​typcially ​work best.+  * Less is typically more - avoid large sweeping branch motions where possible, even in high wind conditions. ​ Medium "​bending"​ and small "​turbulences" ​typically ​work best.
   * Most frequencies should not be zero, even at calm wind conditions. ​ It's okay for motion to go to zero, but if anything moves on a tree it's usually moving quicker than you'd think!   * Most frequencies should not be zero, even at calm wind conditions. ​ It's okay for motion to go to zero, but if anything moves on a tree it's usually moving quicker than you'd think!
   * Make sure response times for multiple models are in agreement if they'​re going in the same scene. ​ Small, wispy models should have short response times while large models should have longer ones.   * Make sure response times for multiple models are in agreement if they'​re going in the same scene. ​ Small, wispy models should have short response times while large models should have longer ones.
-  * Leaves usually start showing the effects of wind speed increases faster than branches. ​ Make sure your leaf curves reflect this with higher values on the left hand side.+  * Leaves usually start showing the effects of wind speed increases faster than branches. ​ Make sure your leaf curves reflect this with higher values on the left-hand side.