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mesh_generator [2023/04/03 18:49] – steph.jorgensen | mesh_generator [2023/04/24 11:12] (current) – steph.jorgensen | ||
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- | ======Mesh | + | ======Mesh |
- | {{: | + | {{: |
===== Generation ===== | ===== Generation ===== | ||
Refer to [[generation_properties|Generation properties]]. | Refer to [[generation_properties|Generation properties]]. | ||
+ | |||
+ | ===== Random Seeds ===== | ||
+ | Refer to [[random-seeds-properties|Random seeds properties]]. | ||
===== Mesh ===== | ===== Mesh ===== | ||
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==== Material ==== | ==== Material ==== | ||
- | Selects | + | Select |
- | == Material == | + | === Material |
- | This property specifies | + | Specify |
- | == Mesh == | + | === Mesh === |
- | Selects | + | Select |
- | == Weight == | + | === Weight |
- | Sets probability that a node will receive this material (this weight | + | Set the probability that a node will receive this material (this weight |
==== Render Material ==== | ==== Render Material ==== | ||
- | Selects | + | Select |
The normal course of action for using a render material is as follows: | The normal course of action for using a render material is as follows: | ||
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- Assign a material mesh combo as the basis for the mesh | - Assign a material mesh combo as the basis for the mesh | ||
- Add as many bake stitches as necessary to extend/ | - Add as many bake stitches as necessary to extend/ | ||
- | - Use "Tools: | + | - Use "Bake Stitch |
- Assign the new material as the render material for use in the Tree Window and in exports | - Assign the new material as the render material for use in the Tree Window and in exports | ||
- | == Material == | + | === Material |
- | This property specifies | + | Specify |
- | == Mesh == | + | === Mesh === |
- | Selects | + | Select |
- | == Weight == | + | === Weight |
- | Sets probability that a node will receive | + | Set the probability that a node receives |
- | == Use actual size == | + | ==== Use actual size ==== |
- | When enabled, the mesh will be the same size as it was in its original file. Otherwise, the size of the mesh will be unitized (i.e., fit in a unit box). | + | When enabled, the mesh will be the same size as it was in its original file. Otherwise, the size of the mesh will be unitized (i.e., fit in a unit box). |
- | == Scale == | + | ==== Scale ==== |
- | Scales | + | Scale the size of the mesh. |
- | == + % of parent == | + | ==== + % of parent |
- | This value is multiplied by the size of the parent node and added to the size of the mesh. Use this value when combining meshes procedurally to ensure that meshes further down the hierarchy gradually decrease in size. | + | This value is multiplied by the size of the parent node and added to the size of the mesh. Use this value when combining meshes procedurally to ensure that meshes further down the hierarchy gradually decrease in size. |
- | == Adjust size for group == | + | ==== Adjust size for group ==== |
- | When enabled, all meshes assigned to a given material are given proportional sizes. | + | When enabled, all meshes assigned to a given material are given proportional sizes. Use this option to ensure multiple meshes assigned to the same material are sized appropriately relative to each other. |
- | == Group size scale == | + | ==== Group size scale ==== |
- | Edit this curve to adjust the scale value used when "Adjust size for group" | + | Edit this curve to adjust the scale value used when **Adjust size for group** is enabled. A Linear growth curve is the default and represents accurate size corrections. Adjust this curve upward to scale some objects more. Adjust it downwards to scale them less. |
- | ==== Orientation ==== | + | ====Resolution==== |
+ | The properties in this group influence the resolution of the mesh. | ||
+ | |||
+ | ===Mesh LOD=== | ||
+ | This curve 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 mesh asset LOD slots. | ||
+ | |||
+ | ===== Orientation | ||
Use these properties to rotate the mesh after it has been oriented relative to its parent. | Use these properties to rotate the mesh after it has been oriented relative to its parent. | ||
- | === Rotate === | + | ==== Rotate |
- | Rotations happen in the order they are listed here. If a mesh is added directly to the "Tree" | + | Rotations happen in the order they are listed here. If a mesh is added directly to the Tree generator, you can switch into node editing mode and use the transform gizmo to move/orient the mesh. |
- | >**Note:** In generator mode, click on the mesh and press "W" | + | **Note:** In generator mode, select |
- | == X == | + | === X === |
- | Rotate around the X axis (1.0 equals a complete rotation). | + | Rotate around the x-axis (1.0 equals a complete rotation). |
- | == Y == | + | === Y === |
- | Rotate around the Y axis (1.0 equals a complete rotation). | + | Rotate around the y-axis (1.0 equals a complete rotation). |
- | == Z == | + | === Z === |
- | Rotate around the Z axis (1.0 equals a complete rotation). | + | Rotate around the z-axis (1.0 equals a complete rotation). |
- | ==== Deformation ==== | + | ===== Deformation |
- | If a Mesh Generator | + | If a Mesh generator |
- | >**Note:** Meshes must point along the Y-axis in order to be deformed. | + | **Note:** Meshes must point along the y-axis in order to be deformed. |
- | ==Lock to parent== | + | ====Lock to parent==== |
When enabled, meshes will make themselves exactly as long as the branch they are placed on. When disabled, the size properties in the mesh group control the size of the mesh. | When enabled, meshes will make themselves exactly as long as the branch they are placed on. When disabled, the size properties in the mesh group control the size of the mesh. | ||
- | ===Start=== | + | ====Start==== |
Use these properties to specify the anchor point along the parent spine. | Use these properties to specify the anchor point along the parent spine. | ||
- | ==Absolute== | + | ===Absolute=== |
The mesh will be anchored this fixed distance along its parent' | The mesh will be anchored this fixed distance along its parent' | ||
- | ==+ % of parent== | + | ===+ % of parent=== |
This percentage of its parent' | This percentage of its parent' | ||
- | == Radial scale == | + | ==== Radial scale ==== |
- | This property scales the X and Z coordinates of the mesh to narrow its apparent radius. This operation | + | This property scales the x and z coordinates of the mesh to narrow its apparent radius. This operation |
- | ==== Weld ==== | + | ===== Weld ===== |
- | The properties in this group only apply to meshes that are deformed by a spine that is attached to a Mesh or Branch. | + | The properties in this group only apply to meshes that are deformed by a spine that is attached to a Mesh or Branch |
- | == Enabled == | + | ==== Enabled |
- | When checked, the mesh will attempt to weld to the first ancestor where welding is possible (usually another Mesh or a Branch). | + | When checked, the mesh will attempt to weld to the first ancestor where welding is possible (usually another Mesh or a Branch |
- | == Keep == | + | ==== Keep ==== |
When checked, failed welds will not result in the mesh being removed (or modified at all). | When checked, failed welds will not result in the mesh being removed (or modified at all). | ||
- | == Start == | + | ==== Start ==== |
- | Use this property to control | + | Control |
- | == Distance == | + | ==== Distance |
- | This property sets the distance of the weld region. | + | Set the distance of the weld region. Lower values result in more deformation in the weld region. |
- | == Clearance == | + | ==== Clearance |
- | Use this property to set a radial distance sufficient to cover the radius of the weld region. | + | Set a radial distance sufficient to cover the radius of the weld region. Only sections of the model that fall between the start location and the distance of the region that are also within the clearance radius will be eligible for welding. |
- | === Geometry === | + | ==== Geometry |
The properties in this group control the geometrical detail and makeup of the weld region. | The properties in this group control the geometrical detail and makeup of the weld region. | ||
- | == Segments == | + | === Segments |
- | Sets the number of slices in the weld region. | + | Set the number of slices in the weld region. Each slice adds shape detail at the expense of more polygons. |
- | == Spread == | + | === Spread |
- | Controls | + | Control |
===== Dynamic LOD ===== | ===== Dynamic LOD ===== | ||
- | The properties in this group control how the Mesh reacts to Level-Of-Detail | + | The properties in this group control how the mesh reacts to level-of-detail |
+ | |||
+ | ==== Treat as ==== | ||
+ | Select the type of geometry that the mesh will be grouped with for LOD computations from the following options: | ||
+ | |||
+ | ^**Property**^**Description**^ | ||
+ | |**Meshes**|The mesh will be present in all LODs but it can reduce in polygon count based on the assigned LOD meshes and the **Mesh index** property.| | ||
+ | |**Branches**|The mesh will be grouped with branches and may be dropped at any LOD.| | ||
+ | |**Leaves**|The mesh will be grouped with leaves and may be dropped at any LOD.| | ||
+ | |**Fronds**|The mesh will be grouped with fronds and may be dropped at any LOD.| | ||
+ | |**Decorators**|The mesh will be grouped with decorators and may be dropped at any LOD.| | ||
+ | |||
+ | ==== Weight ==== | ||
+ | Increase or decrease the likelihood that meshes in this generator will survive the LOD process (vs. whatever it's grouped with in other generators). Use the parent curve to target specific areas of the model. | ||
+ | |||
+ | **Note:** Weight has no effect when **Treat as** is set to **Mesh**, as all meshes will survive the LOD process. | ||
+ | |||
+ | ==== 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. | ||
+ | |||
+ | =====Bake Stitch Tools===== | ||
+ | Use these tools as a final step when working with bake stitches on a mesh. | ||
- | == Treat as == | + | ====Resolution==== |
- | Select | + | Set the resolution |
- | ^Mesh|The Mesh will be present in all LODs but it can reduce in polygon count based on the assigned LOD meshes | + | |
- | ^Brances|The Mesh will be grouped with branches | + | Export updated texture maps, create a new material, |
- | ^Leaves|The Mesh will be grouped with leaves and may be dropped at any LOD.| | + | |
- | ^Fronds|The Mesh will be grouped with fronds and may be dropped at any LOD.| | + | |
- | ^Decorators|The Mesh will be grouped with decorators and may be dropped at any LOD.| | + | |
- | == Weight | + | ====Export maps only==== |
- | Use this value to increase or decrease the likelihood that meshes in this generator will survive the LOD process (vs. whatever it's grouped with in other generators). Use the parent curve to target specific areas of the model. | + | Export updated texture maps. |
- | > | + | =====Wind===== |
+ | Choose if wind interacts with the mesh. | ||
- | == Mesh index == | + | ^**Property**^**Description**^ |
- | 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. | + | |**Auto**|Apply wind if stitches or deformation are present.| |
+ | |**Yes**|Apply wind.| | ||
+ | |**No**|Don’t apply wind.| | ||
===== Lightmap ===== | ===== Lightmap ===== | ||
The property in this group affects the influence meshes in this generator have on the [[kcgameslightmap|lightmap]]. | The property in this group affects the influence meshes 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==== |
- | Use this property to increase or decrease the importance of this generator' | + | Use this property to increase or decrease the importance of this generator' |