====== Mesh detail generator properties ====== {{::meshdetail-generator-icon.png?90|}}The Mesh detail generator creates surface details from a material and a 3D mesh and blends those details into the parent. ===== Generation ===== Refer to [[generation_properties|Generation Properties]]. ===== Random Seeds ===== Refer to [[random-seeds-properties|Random seeds properties]]. ===== Mesh ===== Change the size and level of detail (LOD) settings for the mesh. ==== Use actual size ==== When enabled, the mesh will start the same size as it was in its original file. Otherwise, the size will be unitized (i.e., fit in a unit box). ==== Scale ==== Increase or decrease the size of the mesh. === Absolute === Increase or decrease the size of the mesh by a fixed amount. This amount does not adjust relative to the size of the parent. === + % of parent === Increase or decrease the size of the mesh relative to the size of the 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. ==== 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. To use this property, meshes must be assigned in at least two of the three [[kcmeshes|mesh asset LOD]] slots. ==== Resolution ==== See [[kcvfxresolution|Resolution]]. ===== Placement ===== Adjust the placement of nodes. ==== Rotation ==== Rotate the node on the local x-, y-, or z-axis. ==== Attach ==== Set how the node attaches to the parent. === Style === Choose the attachment style. ^**Property**^**Description**^ | **None** | Attach at the origin but don’t sink the edges into the parent. | | **Sink edges until hidden, discard failures** | Sink the edges into the parent. If the edges don’t sink properly, discard the entire node. | | **Sink edges until hidden, keep failures** | Sink the edges into the parent. Keep all nodes, even if they don’t sink properly. | |**Wrap**| Wrap the x-axis of the mesh around the parent. Y-coordinates set to zero sit on the parent, positive y-coordinates sit outside the parent, and negative y-coordinates sit inside the parent. | === Edge source === Determine if the Modeler detects the edges automatically or looks for vertex colors as the edge source. **Note:** If you plan to export the model as an .obj file, use the **Compute** option. The .obj file format doesn't support vertex colors. ^**Property**^**Description**^ | **Compute** | Detects the edges automatically. Fine tune the compute results with the **Offset** property. | | **Vertex color - red** | Detects red vertex colors. | | **Vertex color - green** | Detects green vertex colors. | | **Vertex color - blue** | Detects blue vertex colors. | === Offset === Set how far off the parent the node sits. To avoid depth conflicts (or z-fighting), set the value above 0. ===== Blend ===== Adjust the following properties to blend the edges of the mesh into the parent. ==== Normals ==== Align the normals with the parent mesh. Misaligned vertex and parent normals create discontinuity in the lighting. The right side of the profile curve corresponds to the edges of the mesh. The left side corresponds to the middle. ==== Flatten ==== Flatten extruding parts of the mesh. This property doesn’t work if **Attach:Style** is set to **None**. ==== Vertex ==== Use vertex blending to make the edges of the mesh partially transparent. === Style === Choose the vertex blending style. ^**Property**^**Description**^ | **None** | No vertex blending. | | **Vertex alpha** | Make the edges transparent. | | **Vertex alpha, interior strips** | Make the edges transparent and create an opaque copy of the edges so they can be used in **Strip shift**. | === Distance === Increase or decrease how far the transparent area extends out from the parent. === Strip shift === Change the size of the opaque edge copy. This property only works if **Vertex:Style** is set to **Vertex alpha, interior strips**. === Offset === Adjust the position of the opaque edge copy. This property only works if **Vertex:Style** is set to **Vertex alpha, interior strips**. ===== Material ===== Select a material and mesh combination. Meshes must be assigned to the material on the [[toolmaterialsassetsbar|Material Bar]]. Materials are chosen based on their weights and [[kcseasons|season]] settings. ==== Material ==== Choose a material from the [[toolmaterialsassetsbar|Material Bar]]. If **None** is selected, or the chosen material has no assigned mesh, there will be no geometry generated. ==== Mesh ==== Choose which assigned mesh is used. Select a specific mesh or let the system select one for you. ^**Property**^**Description**^ | **Any** | Any assigned mesh. | | **Primary** | The first mesh listed on the asset. | | **Not the primary** | Any mesh but the first one listed. | ==== Weight ==== Sets probability that a node will receive this material (this weight divided by the sum of all weights). ===== Dynamic LOD ===== The properties in this group control how the mesh reacts to LOD computations. These properties are only available in the Cinema version of the Modeler. ==== 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. ==== 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.