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zone_generator [2017/05/12 01:50]
zone_generator [2021/04/27 09:19] (current)
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 +====== Zone Generator ======
 +{{:zone.jpg?100 |}}
 +The Zone generator is responsible for generating either disks or meshes that can grow new geometry off of them.  Disk zones do not contribute any geometry to the model directly but provide an area for new generators to create nodes.  Mesh zones provide a surface to grow child nodes from and can contribute their geometry to the model if desired. 
 +
 +===== Generation =====
 +The Generation properties are described in detail under [[generation_properties|Generation Properties]].
 +
 +===== Forces =====
 +The properties in this group control the behavior of [[kcforces|forces]] on this generator.
 +
 +== Allow Forces ==
 +When enabled, all forces that are checked will act on the generator
 +
 +===== Random Seeds =====
 +Properties that have [[toolvariance_editor|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.  
 +
 +===== Placement =====
 +The properties in this group affect the position and shape of the zones.
 +
 +==Radius==
 +This property sets the radius of disk zones.
 +
 +>**Note:** This property is ignored for zones that use meshes.
 +
 +==Max Distance==
 +Each zone can be moved away from its parent node.  This property represents the maximum distance a zone may move.
 +
 +==Min Distance==
 +Each zone can be moved away from its parent node.  This property represents the minimum distance a zone may move.
 +
 +==Angle==
 +This property rotates the zone around its anchor point before the "Min" and "Max" distance offset is applied.
 +
 +==Exponent==
 +This value is applied to the computed placement distance. Greater values will pack zones near the parent and vice versa.
 +
 +==== Orientation ====
 +
 +==Alignment==
 +Rotates all of the zones in this generator around their "up" vector so that they are oriented consistently.
 +
 +==Hang==
 +This property rotates the zone so that its "up" vector matches the world's "up" vector.
 +
 +==Up rotation==
 +Rotates each zone around the local X-axis.
 +
 +==Out rotation==
 +Rotates each zone around the local Z-axis.
 +
 +==Right rotation==
 +Rotates each zone around the local Y-axis.
 +
 +===== Meshes =====
 +The properties in this group control the behavior of zones that use [[kcmeshes|mesh assets]] to grow new geometry.
 +
 +==Enable==
 +Toggles the zone generator from disk mode to mesh mode.
 +
 +==Include in model==
 +When enabled, zone meshes will be included as part of the model.
 +
 +==Place at origin==
 +When enabled, these zones will be positioned at (0, 0, 0) rather than using the placement properties of the zone itself.
 +
 +==Use actual size==
 +When enabled, the "Size" property is ignored and meshes are sized according to the original dimensions of the mesh asset.
 +
 +==Size==
 +This property sets the size of the mesh.
 +
 +==Level of detail==
 +This LOD curve controls which LOD state to use for the assigned mesh. The left end of the curve corresponds to the highest LOD, and the right end of the curve corresponds to the lowest LOD. The LOD states are assigned on the [[toolmeshesbar|Mesh Assets Bar]]. 
 +
 +==Apply Wind==
 +When enabled and applicable, global wind motion will be applied to this mesh. This is useful for zones that are part of a tree model, such as an imported trunk model.
 +
 +==== Meshes ====
 +Multiple meshes can be defined and applied to generated zones at random. Use the button controls to add [+] or remove [-] meshes.
 +
 +==Geometry==
 +Specifies a named mesh from the [[toolmeshesbar|Mesh Asset Bar]].
 +
 +==Material==
 +Specifies a named material from the [[toolmaterialsassetsbar|Material Asset Bar]].
 +
 +==Weight==
 +Sets the probability that any node will receive this material/mesh combination (this weight ÷ sum of all weights).
 +
 +====Growth====
 +The properties in this group control how nodes generated as children of this zone will be computed.
 +
 +==Area Influence==
 +When enabled, nodes growing off this generator will be placed using an even distribution over all of the triangles in the mesh. When disabled, smaller triangles may be more densely populated than larger triangles. 
 +
 +==Adapt to Masks==
 +When enabled, nodes growing off this generator will reposition themselves to best fill in the masked area. When disabled, offending nodes are simply culled and no other nodes will move. Enable this property to make your frequency settings more exact (at the expense of slower computation times).
 +
 +==Iteration Scale==
 +When "adapt to masks" is enabled, this value sets the number of placement attempts per child. Higher values are more accurate while lower values compute faster.
 +
 +==Surface adhesion==
 +Use this property to make children of the zone align with the surface of the mesh.
 +
 +==Influence of forces==
 +This property controls how much forces are used to determine placement on the zone mesh.  Forces work on zone meshes by giving mesh surfaces that would be "struck" by the force priority over those that won't.
 +
 +==Constant Sink==
 +This property sets the amount to "sink" each child under the surface of the zone mesh. This feature is useful if the roots of your trees are showing on top of a terrain mesh.
 +
 +==Slope-Based Sink==
 +This property sets the amount to further sink children (added to the "Constant sink" value) as the slope of the zone mesh surface increases.
 +
 +
 +===== Lightmap =====
 +Lightmap UVs are computed for several versions of the Modeler designed for use with game engines.  Lightmap UVs are a UV set where no objects overlap and all of them fit in a single space where U and V fit in the range [0.0, 1.0].
 +
 +== Weight ==
 +This value influences how much space in the lightmap zones made by this generator can have. Every object's lightmap weight is compared to every other object and then the lightmap packing is determined.  This means that your weight 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. 
 +
 +