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leaf_mesh_generator [2023/03/29 15:10] steph.jorgensenleaf_mesh_generator [2023/07/20 12:57] (current) steph.jorgensen
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-====== Leaf Mesh Generator ======+====== Leaf mesh generator ======
 {{:leafmesh.jpg?100 |{{:leaf_gen_v8.png?100|}} {{:leafmesh.jpg?100 |{{:leaf_gen_v8.png?100|}}
  
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 ===== Generation ===== ===== Generation =====
-The properties in this group control how many leaves are generated and where they are placed. See [[generation_properties|Generation properties]].+The properties in this group control how many leaves are generated and where they are placed. Refer to [[generation_properties|Generation properties]].
  
 ===== Forces ===== ===== Forces =====
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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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 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. 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.+>**Note:** **Mesh LOD** and **Mesh LOD** offset both require 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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 The properties in this group modify the vertex normals to change the lighting behavior of the mesh. 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.+>**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.
  
-====Smooth====+====Style==== 
 +Choose an approach to edit the vertex normals for this generator. The Lighting group properties differ for each option. 
 + 
 +^ **Property** ^ **Description**^ 
 +| **Global** | Edit this generator as part of a larger group with [[lighting-leaves-and-fronds|global lighting properties]]. | 
 +| **Local** | Edit this generator individually with local lighting properties. | 
 + 
 +====Local lighting properties==== 
 + 
 +===Smooth===
 Use this property to compute smooth normals based on the average face normals at each vertex after the deformations have been computed. A value of zero means no smoothing, a value of 1.0 means completely smoothed normals. The other lighting adjustments in this group are applied after smoothing. Use this property to compute smooth normals based on the average face normals at each vertex after the deformations have been computed. A value of zero means no smoothing, a value of 1.0 means completely smoothed normals. The other lighting adjustments in this group are applied after smoothing.
  
-==== Parent Puffiness ==== +=== Parent Puffiness === 
-=== Amount ===+== 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. 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:** Select a leaf with hints on to see the Parent puffiness vectors. +>**Note:** Select a leaf with hints on to see the Parent puffiness vectors. 
  
-===Anchor===+==Anchor==
 This property picks a spot on one of the leaf's ancestors according to the following options: This property picks a spot on one of the leaf's ancestors according to the following options:
  
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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==
 Adjust where the anchor sits on the ancestor. Adjust where the anchor sits on the ancestor.
  
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 This property causes all vertex normals to point in the average direction of all of the vertex normals. Use this property to align the normals to help localize specular effects. This property causes all vertex normals to point in the average direction of all of the vertex normals. Use this property to align the normals to help localize specular effects.
  
-==== Adjustments ====+=== 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]]. The properties in this group rotate the normals of each leaf without rotating the geometry. These properties are commonly used when creating [[atclusters|clusters]].
  
-**Note:** Apply variance to these properties to make leaves in a cluster appear jumbled when lit in the final model.+>**Note:** Apply variance to these properties to make leaves in a cluster appear jumbled when lit in the final model.
  
-=== Up ===+== Up ==
 This property rotates vertex normals around the local x-axis. This property rotates vertex normals around the local x-axis.
  
-=== Right ===+== Right ==
 This property rotates vertex normals around the local y-axis. This property rotates vertex normals around the local y-axis.
  
-=== Out ===+== Out ==
 This property rotates vertex normals around the local z-axis. This property rotates vertex normals around the local z-axis.
  
-==== World up ====+=== World up ===
 Point all vertex normals up. This property overrides all properties in the Puffiness and Adjustments sections. Use this property for uniform lighting on grass models.  Point all vertex normals up. This property overrides all properties in the Puffiness and Adjustments sections. Use this property for uniform lighting on grass models. 
  
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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 start frame is shifted by a constant number of frames (negative means earlier, positive means later). This value is best used to “jumble up” start times of neighboring leaves.  The start frame is shifted by a constant number of frames (negative means earlier, positive means later). This value is best used to “jumble up” start times of neighboring leaves. 
  
-**Note:** It is almost never a good idea to go negative with this value (leaves can't grow earlier than the structure will allow). A good practice is to have a value of something like 10 and a variance of 10 as well. That way the earliest any leaf will start is when it was supposed to, but some will be delayed.+>**Note:** It is almost never a good idea to go negative with this value (leaves can't grow earlier than the structure will allow). A good practice is to have a value of something like 10 and a variance of 10 as well. That way the earliest any leaf will start is when it was supposed to, but some will be delayed.
  
 ====Noise==== ====Noise====
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 Controls how much noise is applied when bringing the orientation into its final position. Controls how much noise is applied when bringing the orientation into its final position.
  
-**Note:** The final value for the profile curve must be 0.0 in order for the model to exactly match its correct final position.+>**Note:** The final value for the profile curve must be 0.0 in order for the model to exactly match its correct final position.
  
 ==Frequency== ==Frequency==
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 Controls how much noise is applied to the speed at which the leaf reaches its final position. Controls how much noise is applied to the speed at which the leaf reaches its final position.
  
-**Note:** The final value for the profile curve must be 0.0 for the model to exactly match its correct final position.+>**Note:** The final value for the profile curve must be 0.0 for the model to exactly match its correct final position.
  
 ==Frequency== ==Frequency==
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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.