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batchedleaf_generator [2023/04/03 18:46] steph.jorgensenbatchedleaf_generator [2023/07/20 12:54] (current) steph.jorgensen
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 The Batched leaf generator creates leaves in almost exactly the same manner as the [[leaf_mesh_generator|Leaf mesh]] generator with one major exception: the results can’t be node edited. Batched leaf generators flood the model with leaves in an optimized fashion. They are orders of magnitude faster than leaf meshes but can be controlled only as a group. The Batched leaf generator creates leaves in almost exactly the same manner as the [[leaf_mesh_generator|Leaf mesh]] generator with one major exception: the results can’t be node edited. Batched leaf generators flood the model with leaves in an optimized fashion. They are orders of magnitude faster than leaf meshes but can be controlled only as a group.
  
-\\ +>**Note:** Geometry created by Batched leaf generators can’t be node edited and doesn’t participate in the [[kcgameslod|dynamic LOD system]] or the [[kcvfxgrowth|growth]] system.
- +
-**Note:** Geometry created by Batched leaf generators can’t be node edited and doesn’t participate in the [[kcgameslod|dynamic LOD system]] or the [[kcvfxgrowth|growth]] system.+
  
 ===== Generation ===== ===== Generation =====
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 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. 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:** Select the force name to edit the force's properties.+>**Note:** Select the force name to edit the force's properties.
  
 ==== Align ==== ==== Align ====
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 This curve sets which mesh version (High, Medium or Low) is used based on the active resolution. It is often desirable to use lower quality meshes at lower resolutions.  This curve sets which mesh version (High, Medium or Low) is used based on the active resolution. It is often desirable to use lower quality meshes at lower resolutions. 
  
-**Note:** **Mesh LOD** requires meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots.+>**Note:** **Mesh LOD** requires meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots.
  
 ===== Local Orientation ===== ===== Local Orientation =====
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 Spins the leaves around their stem so that their up vector points in the direction of the parent's growth. Use this property to make the leaves face out relative to their parent. Spins the leaves around their stem so that their up vector points in the direction of the parent's growth. Use this property to make the leaves face out relative to their parent.
  
-**Note:** Interval and Phyllotaxy generation modes work best with these properties. These modes give each leaf an idea of which side they're on. Doing so makes a positive value for **Align**, **Face**, and **Fold** all work the same, regardless where the leaf was generated.+>**Note:** Interval and Phyllotaxy generation modes work best with these properties. These modes give each leaf an idea of which side they're on. Doing so makes a positive value for **Align**, **Face**, and **Fold** all work the same, regardless where the leaf was generated.
  
 ===== Sensitivity ===== ===== Sensitivity =====
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 The properties in this group alter the shape of the leaf mesh. These properties work best when there are enough vertices in the mesh to reveal the changes. The properties in this group alter the shape of the leaf mesh. 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. You should always have at least one vertex near the center of the mesh for the best results.+>**Note:** Using these properties on low-resolution meshes can produce undesirable results. You should always have at least one vertex near the center of the mesh for the best results
 + 
 +====Height==== 
 +Displace the leaf geometry based on the height map of the assigned material.
  
 ====Fold==== ====Fold====
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 |**None**|No anchor point is computed, and no parent puffiness is added.| |**None**|No anchor point is computed, and no parent puffiness is added.|
 |**Height**| The anchor point is located where the node's highest ancestor hits the ground. Properties in the Anchor Shift section move the anchor directly up rather than along the ancestor. | |**Height**| The anchor point is located where the node's highest ancestor hits the ground. Properties in the Anchor Shift section move the anchor directly up rather than along the ancestor. |
 +|**Surface X**|The normals align with the x-axis of the parent where the node attaches.|
 +|**Surface Y**|The normals align with the y-axis of the parent where the node attaches.|
 +|**Surface Z**|The normals align with the z-axis of the parent where the node attaches.|
  
 ==Anchor Shift== ==Anchor Shift==
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 Use this property to scale how much the leaf moves during wind simulations. The amount and frequency of motion are set on the 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. Use this property to scale how much the leaf moves during wind simulations. The amount and frequency of motion are set on the 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.+>**Note:** The left-hand side of the profile curve must be zero to avoid disconnecting from the parent.
  
 ====Cross===== ====Cross=====
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 The property in this group affects the influence leaves in this generator have on the [[kcgameslightmap|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.+>**Note:** Not all versions of the Modeler support lightmap UV computation.
  
 ====Weight==== ====Weight====
 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.  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.