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shell_generator [2023/04/03 18:49] – steph.jorgensen | shell_generator [2023/04/24 13:17] (current) – steph.jorgensen | ||
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====== Shell generator ====== | ====== Shell generator ====== | ||
- | {{: | + | {{: |
- | Only the properties presented below are editable on shells. | + | Only the properties presented below are editable on shells. The rest of the shell' |
+ | |||
+ | ===== Generation ===== | ||
+ | Refer to [[generation_properties|Generation properties]]. | ||
+ | |||
+ | =====Random Seeds===== | ||
+ | Refer to [[random-seeds-properties|Random seeds properties]]. | ||
===== UV Mapping ===== | ===== UV Mapping ===== | ||
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==== Style ==== | ==== Style ==== | ||
- | Sets the method by which UVs are computed | + | Set the method by which UVs are computed: |
+ | |||
+ | ^**Property**^**Description**^ | ||
+ | |**Unrestricted** | No locks. Unlimited tiling for both U and V. | | ||
+ | |**U locked [0,1], V unrestricted** | Force all U coordinates to be in the range [0.0, 1.0], but allow unlimited V tiling. | | ||
+ | |**U and V locked [0,1]** | Lock both U and V texture maps to the range [0.0, 1.0]. | | ||
+ | |||
+ | ==== Extension style ==== | ||
+ | Set the style by which UV coordinates are generated for any nodes that are extensions in this generator. | ||
+ | |||
+ | ^ **Property** ^ **Description** ^ | ||
+ | | **Automatic** | All extensions will continue the UV mapping from their parent. | | ||
+ | | **Manual (match)** | UV offsets will be relative to those that would match their parent. | | ||
+ | | **Manual (match u only)** | U will match exactly, V is free to edit. | | ||
+ | | **Manual (full control)** | Full control of UV coordinates will be allowed. | | ||
- | ^Unrestricted | No locks. Unlimited tiling for both U and V. | | ||
- | ^U locked [0,1], V unrestricted | Forces all U coordinates to be in the range [0.0, 1.0], but allows unlimited V tiling. | | ||
- | ^U and V locked [0,1] | Locks both U and V texture map to the range [0.0, 1.0]. | | ||
- | |||
==== U ==== | ==== U ==== | ||
U coordinates circle the branch. | U coordinates circle the branch. | ||
- | == Absolute == | + | === Absolute |
- | Sets the minimum number of times the material tiles around the branch. | + | Set the minimum number of times the material tiles around the branch. |
- | == + Relative == | + | === + Relative |
- | The number of additional tiles based on the branch radius and this number are added to the "Absolute" | + | The number of additional tiles based on the branch radius and this number are added to the **Absolute** value above to set the final number of times the material wraps in U. This value is always at least one and is always an integer. |
- | == Offset == | + | === Offset |
- | U values | + | Shift U values by this amount. |
- | >**Note:** Use variance on this property to make branches each have a random orientation to the U wrapping. | + | **Note:** Use variance on this property to make branches each have a random orientation to the U wrapping. |
+ | |||
+ | ===Fractional=== | ||
+ | U tiling values are forced to the nearest integer value during normal texture coordinate computation to facilitate seamless tiling; however, this is not always desirable. For instance, if you need to target a branch component in a custom atlas you'll need to use fractional values in combination with U offset to focus on a section of the atlas. | ||
+ | |||
+ | ==Enable== | ||
+ | Toggle whether or not fractional U values are allowed. If they are, only the **Value** property in this group affects the U coordinate. | ||
+ | |||
+ | ==Auto== | ||
+ | Set the value to a number that will result in the closest possible match to the texel density of the parent. There will be a seam in the texture, but it may not be noticeable from the viewpoint of the intended scene. | ||
+ | |||
+ | ==Value== | ||
+ | This property directly sets the U tiling value and is not restricted to integers. **Absolute** and **+ relative** are ignored. | ||
=== Twist === | === Twist === | ||
== Amount == | == Amount == | ||
- | Sets the number of full revolutions to twist the material per V tile. | + | Set the number of full revolutions to twist the material per V tile. |
- | == Random | + | == Random |
- | Randomly | + | Randomly |
==== V ==== | ==== V ==== | ||
V coordinates run along the branch. | V coordinates run along the branch. | ||
- | == Style == | + | === Style === |
- | This property selects | + | Select |
- | ^Absolute | V tiling is set explicitly.| | + | ^ **Property** ^ **Description** ^ |
- | ^Relative (Keep Aspect Ratio) | V tiling is computed based on the U tiling and branch radius in such a way that the aspect ratio of the applied material is maintained.| | + | |**Absolute**| V tiling is set explicitly.| |
- | ^Relative | V tiling is computed based on the length of the branch.| | + | |**Relative (Keep Aspect Ratio)**| V tiling is computed based on the U tiling and branch radius in such a way that the aspect ratio of the applied material is maintained.| |
+ | |**Relative**| V tiling is computed based on the length of the branch.| | ||
- | == Anchor == | + | === Anchor |
- | This property selects | + | Select |
- | ^Start | V coordinates are computed from the start towards the end. | | + | ^ **Property** ^ **Description** ^ |
- | ^End | V coordinates are computed from the end towards the start. | | + | |**Start**| V coordinates are computed from the start towards the end. | |
+ | |**End**| V coordinates are computed from the end towards the start. | | ||
- | == Scale == | + | === Scale === |
- | Controls | + | Control |
- | == Offset | + | ===Skew correction=== |
- | V values are shifted by this amount. | + | When the style is set to **Relative** (keep aspect ratio), this property controls how much of an attempt is made to fit the mapping to the changing radius of the branch. A value of 0.0 makes no correction. A value of 1.0 adjusts the V coordinates to accommodate branches that get narrower or wider. Use this property to avoid the appearance of stretched maps, especially as branches narrow near the end. |
- | > | + | ===Pinch=== |
+ | Fine-tune | ||
- | == Override V Coords for Extensions | + | === Offset === |
- | Branch extensions typically continue their parent' | + | Shift V values by this amount. |
- | >**Note: | + | **Note: |
===== Materials ===== | ===== Materials ===== | ||
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==== Branch ==== | ==== Branch ==== | ||
- | Applies | + | Apply a material to the branches in this generator. Use the button controls to add [+] or remove [-] materials per geometry type. |
- | == Material == | + | === Material |
Specify a named material from the [[toolmaterialsassetsbar|Materials Bar]], a named set from the [[toolmaterialsassetsbar|Material Sets Bar]], or use " | Specify a named material from the [[toolmaterialsassetsbar|Materials Bar]], a named set from the [[toolmaterialsassetsbar|Material Sets Bar]], or use " | ||
- | == Weight == | + | === Weight |
- | Sets the probability that a node will receive this material index (this weight | + | Set the probability that a node will receive this material index (this weight |
- | >**Note:** Using multiple branch maps will require additional draw calls in real-time use. | + | **Note:** Using multiple branch maps will require additional draw calls in real-time use. |
===== Lightmap ===== | ===== Lightmap ===== | ||
- | [[kcgameslightmap|Lightmap]] UVs are computed for several versions of the Modeler designed for use with game engines. | + | [[kcgameslightmap|Lightmap]] UVs are computed for several versions of the Modeler designed for use with game engines. Lightmap UVs are a UV set where no objects overlap and all of them fit in a single space where U and V fit in the range [0.0, 1.0]. |
- | == Weight == | + | ==== Weight |
- | This value influences how much space in the lightmap branches made by this generator can have. | + | This value influences how much space in the lightmap branches made by this generator can have. |
- | Use the distribution curve to control where the lightmap UV density is applied. | + | Use the distribution curve to control where the lightmap UV density is applied. The default value packs more at the base than at the tip. Keep in mind that the weight value is considered along with the geometry area and texture area of the object. |
- | In addition, every object' | + | In addition, every object' |
=====Decorator===== | =====Decorator===== | ||
The properties in this group control how much of the parent is covered by the shell and how much wider the shell is than its parent. | The properties in this group control how much of the parent is covered by the shell and how much wider the shell is than its parent. | ||
- | ==Position== | + | ====Extension style==== |
- | This value controls how far up the parent | + | Set the behavior of any nodes applied to extensions. |
+ | |||
+ | ^ **Property** ^ **Description** ^ | ||
+ | | **Automatic** | Compute | ||
+ | | **Manual** | Set the behavior with the **Position** | ||
+ | | **None** | Remove nodes from extensions. | | ||
- | > | + | ====Position==== |
+ | Control how far up the parent | ||
- | ==Scale== | + | **Note:** You can use opacity maps on the shell material to allow the parent |
- | Controls how much wider the shell is than the parent | + | |
+ | ====Scale==== | ||
+ | Control how much wider the shell is than the parent (in terms of the parent' |