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frond_generator [2023/04/03 18:47] steph.jorgensenfrond_generator [2023/07/20 12:50] (current) steph.jorgensen
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 {{:frond.jpg?100 |}}The Frond generator creates a mesh that lies along a branch spine. The following sections detail each of the Frond generator's properties. {{:frond.jpg?100 |}}The Frond generator creates a mesh that lies along a branch spine. The following sections detail each of the Frond generator's properties.
  
-**Note:** Fronds must be placed on a branch generator to create a mesh. If you don't want to see the branch, set its **Skin:Style** property to **Spine only**.+>**Note:** Fronds must be placed on a branch generator to create a mesh. If you don't want to see the branch, set its **Skin:Style** property to **Spine only**.
  
 ===== Generation ===== ===== Generation =====
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 In addition to influencing the frond’s shape, forces can also influence its original orientation. Each force has an **Align** strength in addition to its main strength. This strength causes the original orientation to be affected by the force. In addition to influencing the frond’s shape, forces can also influence its original orientation. Each force has an **Align** strength in addition to its main strength. This strength causes the original orientation to be affected by the force.
  
-**Note:** Only forces enabled on this generator will influence alignment.+>**Note:** Only forces enabled on this generator will influence alignment.
  
 === Amount === === Amount ===
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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 how much force is applied along the branch. 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 how much force is applied along the branch.
  
-**Note:** Click on the force name to edit the force's properties.+>**Note:** Click on the force name to edit the force's properties.
  
 ===== Materials ===== ===== Materials =====
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 Applies a [[kcmaterialspbr|material]] to the frond mesh in this generator. Use the button controls to add [+] or remove [-] materials per geometry type. Applies a [[kcmaterialspbr|material]] to the frond mesh in this generator. Use the button controls to add [+] or remove [-] materials per geometry type.
  
-**Note:** Fronds will use the mesh assigned to the material if it exists. If the material does not have an assigned mesh, a simple ribbon will be generated.+>**Note:** Fronds will use the mesh assigned to the material if it exists. If the material does not have an assigned mesh, a simple ribbon will be generated.
  
 === Material === === Material ===
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 Bar instead.  Bar instead. 
  
-**Note:** Keep in mind that on a two-sided mesh, the frond will have overlapping geometry if wind is enabled.+>**Note:** Keep in mind that on a two-sided mesh, the frond will have overlapping geometry if wind is enabled.
  
 ====Mesh==== ====Mesh====
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 When set to a value other than zero, 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. When set to a value other than zero, 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:** **Index** requires meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots.+>**Note:** **Index** requires meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots.
  
 === Resolution === === Resolution ===
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 | **None** |No anchor point is computed, and no unification is done.| | **None** |No anchor point is computed, and no unification is done.|
 | **Origin** | The anchor point is at the origin of the model. | | **Origin** | The anchor point is at the origin of the model. |
 +
 +====Height====
 +Displace the frond geometry based on the height map of the assigned material.
 +
 +===Amount===
 +Increase or decrease the amount of displacement.
 +
 +===Offset===
 +Shift the displacement.
  
 ==== Gravity ==== ==== Gravity ====
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 ===Height=== ===Height===
 Scales the height of the mesh. This scale corresponds to the z-axis of the mesh asset. Scales the height of the mesh. This scale corresponds to the z-axis of the mesh asset.
 +
 +====Section Variance====
 +Add variance to the shape of individual sections of the mesh. Create sections by painting the mesh in the [[toolcutout_editor|Cutout Editor]]. For more information, refer to [[manipulate-mesh-sections|Manipulate mesh sections]]. 
 +
 +===Favor Outliers===
 +When applying a range of variance, prefer extreme over median values to create more drastic variation.
 +
 +===Gravity===
 +Pull the edges of both sides of the section toward the ground. A negative value pulls the edges towards the sky.
 +
 +==Amount==
 +Add variance to the gravity applied to the mesh section. 
 +
 +==Offset==
 +Shift the applied variance by a set amount.
 +
 +===Fold===
 +Fold each side of the section toward each other (much like folding a piece of paper).
 +
 +==Amount==
 +Add variance to the fold applied to the mesh section. 
 +
 +==Offset==
 +Shift the applied variance by a set amount.
 +
 +===Curl===
 +Curl both of the outside section edges in towards the spine.
 +
 +==Amount==
 +Add variance to the curl applied to the mesh section. 
 +
 +==Offset==
 +Shift the applied variance by a set amount.
 +
 +===Roll===
 +Rotate the section around the parent spine.
 +
 +==Amount==
 +Add variance to the roll applied to the mesh section. 
 +
 +==Offset==
 +Shift the applied variance by a set amount.
  
 ===== Lighting ===== ===== Lighting =====
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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.|
 |**Origin**| The anchor point is at the origin of the model. | |**Origin**| The anchor point is at the origin of the model. |
 +|**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.|
  
 === Adjustments === === Adjustments ===
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 Sets the number of segments in each rib of the frond infrastructure. Rib spines are computed for each side of the frond at each length segment of the parent spine. The final frond mesh is mapped to these ribs. Sets the number of segments in each rib of the frond infrastructure. Rib spines are computed for each side of the frond at each length segment of the parent spine. The final frond mesh is mapped to these ribs.
  
-**Note:** Changing accuracy may drastically affect the shape of your spines. Set this value to the maximum desired fidelity early to avoid design losses. Higher values result in slower compute times.+>**Note:** Changing accuracy may drastically affect the shape of your spines. Set this value to the maximum desired fidelity early to avoid design losses. Higher values result in slower compute times.
  
 ====Width==== ====Width====
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 Segments are added to the **Absolute** value based on the length of the parent to arrive at the total number of segments across the frond. Segments are added to the **Absolute** value based on the length of the parent to arrive at the total number of segments across the frond.
  
-**Note:** You must have vertices running up the center of your frond to avoid deformation artifacts (e.g., the frond separating from the spine). For fronds that don't use a mesh, favor even numbers of segments where possible.+>**Note:** You must have vertices running up the center of your frond to avoid deformation artifacts (e.g., the frond separating from the spine). For fronds that don't use a mesh, favor even numbers of segments where possible.
  
 ===== Season ===== ===== Season =====
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 Use this property to scale how much the nodes move 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. Use this property to scale how much the nodes move 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.+>**Note:** The left-hand side of the profile curve must be zero to avoid disconnecting from the parent.
  
 ====Cross==== ====Cross====
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 Controls which [[kcmeshes#Mesh LOD|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. Controls which [[kcmeshes#Mesh LOD|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.
  
-**Note:** **Mesh** requires meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots.+>**Note:** **Mesh** requires meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots.
  
 ===== Vertex Color ===== ===== Vertex Color =====
 The properties in this group control how vertex colors are computed. The properties in this group control how vertex colors are computed.
  
-**Note:** **Vertex colors** must be enabled on the [[tree_generator#Compute Flags|Tree]] generator for these properties to work.+>**Note:** **Vertex colors** must be enabled on the [[tree_generator#Compute Flags|Tree]] generator for these properties to work.
  
 ====Red==== ====Red====
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 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. 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.
-