====== Card generator ====== {{:card.png?100 |{{:card_gen_v8.png?100|}} The Card generator is responsible for generating camera-facing leaves based on [[toolmaterialsassetsbar|materials]] and [[kcmeshes|mesh]] assets. ===== Generation ===== The [[generation_properties|properties]] in this group control how many leaves are generated and where they are placed. ===== Forces ===== The properties in this group control how forces affect the nodes created by this generator. Forces affect only the orientation, not the position, of leaf meshes. ==== Allow ==== When enabled, all forces that are checked will act on the generator. ==== Forces ==== Each [[kcforces|force]] in the scene has an entry here. Check the box next to the name to enable the force for this generator. The value set here is multiplied by the strength of the force before being applied to the branch. The profile curve controls have no effect on leaves. **Note:** Click on the force name to edit the force's properties. ===== Random Seeds ===== Refer to [[random-seeds-properties|Random seeds properties]]. ===== Leaves ===== The properties in this group control the type, size, and initial placement of the leaf nodes. ==== Size ==== This property sets the size of the leaf nodes. By default, mesh assets are treated as unit meshes and then scaled by this amount when placed on the model. ==== Flip ==== When enabled, randomly selected leaf nodes flip over the y-axis. ==== Weld ==== When enabled, leaves will be placed directly on the skin of their parent (as opposed to being anchored on their spine). ==== Type ==== The properties in this group specify the materials and meshes for the leaf. Meshes must be assigned to the material on the [[toolmaterialsassetsbar|Materials Bar]] to be used on the leaf. Materials are chosen based on their weights and [[kcseasons|season]] settings. === Material === This property specifies a named material from the [[toolmaterialsassetsbar|Material Bar]]. If **None** is selected or the chosen material has no assigned mesh, a square will be used as placeholder geometry. === Weight === Sets probability that a node will receive this material (this weight ÷ sum of all weights). ==== Resolution ==== The properties in this group influence the resolution of the mesh. === Size increase % === Controls the increase in the size of the leaf nodes as the [[kcvfxresolution|resolution]] changes. It is often desirable to increase the size of the leaves at lower resolutions to make up for a lower number of leaves. === Mesh LOD === Sets which mesh version (High, Medium, or Low detail on the mesh asset) is used based on the active resolution. === Mesh LOD offset === When set to a value other than 0, the mesh currently assigned will go up or down in mesh resolution (High, Medium, or Low detail on the mesh asset). Use this property (especially in conjunction with its parent curve) to adjust mesh resolution throughout the model. **Note:** **Mesh LOD** and **Mesh LOD offset** both require meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots. ===== Final Adjustments ===== These edits are applied to the cards as the last transformation before the camera-facing transformation is applied. ==== Up ==== Rotates each mesh around its local x-axis. ==== Right ==== Rotates each mesh around its local y-axis. ==== Out ==== Rotates each mesh around its local z-axis. ===== Deformation ===== The properties in this group alter the shape of the leaf card. These properties work best when there are enough vertices in the mesh to reveal the changes. **Note:** Using these properties on low-resolution meshes can produce undesirable results. Always have at least one vertex near the center of the mesh for the best results. ==== Vertex ==== The properties in this group perform a noise-based deformation of each vertex in the mesh. === Amount === Controls the amount of noise applied to each vertex. === Noise === Controls the tightness of the noise pattern. Higher values result in more localized deformations. === Seed === Vary this parameter to randomize the noise pattern. ====Scale==== The properties in this group scale the mesh. The scale is performed in each leaf's local orientation. ===X=== Scales the mesh by this amount in the x-axis. ===Y=== Scales the mesh by this amount in the y-axis. ===Z=== Scales the mesh by this amount in the z-axis. ===== Lighting ===== The properties in this group modify the vertex normals to change the lighting behavior of the mesh. **Note:** These properties are not typically necessary for high-detail VFX models but they can significantly improve the lighting on meshes that represent [[atclusters|clusters]] of leaves in real-time models. ==== Parent Puffiness ==== === Amount === Value scale that controls how much the normals on each individual leaf should face "out" depending on the assigned anchor point. A value of 1.0 makes each normal line up with the vector that goes from the anchor through the vertex. **Note:** Click on a leaf with hints on to see the "Parent puffiness" vectors. ===Anchor=== This property picks a spot on one of the leaf's ancestors according to the following options: ^**Property**^**Description**^ |**Global**|The anchor point is located where the node's highest ancestor hits the ground.| |**Deep**|The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.| |**Intermediate|The anchor point is somewhere in the middle of the node's ancestors.| |**Local**|The anchor point is very near where the node is attached.| |**None**|No anchor point is computed, and no parent puffiness is added.| ==== Puffiness ==== After all normal adjustments have been performed, this value “sphere-izes” the normals around the center of the mesh, making the geometry have a more puffy appearance. ==== Adjustments ==== The properties in this group rotate the normals of each leaf without rotating the geometry. These properties are commonly used when creating [[atclusters|clusters]]. **Hint:** Apply variance to these properties to make leaves in a cluster appear jumbled when lit in the final model. === Up === Rotates vertex normals around the local x-axis. === Right === Rotates vertex normals around the local y-axis. === Out === Rotates vertex normals around the local z-axis. ===== Wind ===== The properties in this group influence how leaves are animated in wind simulations. ====Scalar==== Use this property to scale how much the leaf moves during wind simulations. The amount and frequency of motion are set on the [[fan|Fan]] object. The left-hand side of the profile curve corresponds to the pivot point. The right-hand side corresponds to the vertex farthest away. **Note:** The left-hand side of the profile curve must be zero to avoid disconnecting from the parent. ====Group==== In many wind styles, multiple wind groups are available. Use this property to specify which group the leaves belong to. The most common use of this feature is to have separate animation parameters for leaves and fruit. ====Seed==== Vary this parameter to randomize wind characteristics. ===== Season ===== The properties in this group control how leaves transition in the [[kcseasons|seasons]] system. ==== Start offset ==== Leaf transitions are determined by looking up season curves based on the position of the season slider. This value provides an offset on that curve lookup. Use variance on this property to randomly shift when neighboring leaves begin their transition. ==== Time scale ==== Scales how fast time passes relative to a single leaf. Higher values make leaves transition faster. ==== Drop time ==== Controls how long the leaf will remain attached. A leaf can drop no matter what material is assigned. ===== Dynamic LOD ===== The properties in this group control the [[kcgameslod|LOD]] behavior of the leaves. ====Weight==== Increase or decrease the likelihood that leaves in this generator will survive the LOD process (vs. leaves in other generators). Use the parent curve to target specific areas of the model. ====Scale factor==== Leaves that survive the LOD process grow to fill the vacated space. The amount is set in the [[tree_generator#Dynamic LOD|Tree generator's LOD section]]. This property scales that amount for leaves in this generator. ====Mesh index==== This curve controls which mesh LOD (if present) is used for each LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD. ===== Collision ===== The properties in this group influence how leaves in this generator interact with the [[toolcollision|collision]] system. ==== Style ==== Use this property to set how the leaves behave during collision computations. ^**Property**^**Description**^ |**Everything**| Leaves in this generator collide with each other and all other leaves.| |**Ignore siblings**| Leaves in this generator ignore siblings but collide with everything else.| |**Knock out others only**| Leaves in this generator cannot be removed, but they can eliminate leaves in other generators.| |**Nothing**|These leaves do not participate in collision computations.| ==== Take parent ==== When enabled, if a leaf in this generator is removed, its parent is also removed. Use this option to take away twigs supporting leaves that are removed. ==== Weight ==== When leaves collide, the one with the higher weight wins. Use this property to set the weight. ==== Sphere threshold ==== When using spherical leaf collision tests, this value scales the size of the spheres used during the test. Spheres are initially sized based on leaf size. ===== Lightmap ===== The property in this group affects the influence leaves in this generator have on the [[kcgameslightmap|lightmap]]. **Note:** Not all versions of the Modeler support lightmap UV computation. ====Weight==== Use this property to increase or decrease the importance of this generator's leaves in the lightmap -- in relation to the lightmap weight of all other objects -- before lightmap packing is determined. Note 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.