====== Tree generator ====== {{:tree.jpg?100 |}}Every model created in SpeedTree has a Tree generator. The Tree generator provides a node to build upon and is the source for the model's global properties. **Note:** The base node can’t be node edited. ===== Generation ===== A limited number of [[generation_properties|Generation properties]] apply to the Tree generator. The properties in this group affect the computation of the entire model. ====Geometry==== The properties in this group specify the type of geometry computed by the generators. ===Branches/Caps=== Select triangles or quads for branch and cap geometry. ===Leaves/Fronds/Meshes=== Select triangles or quads for leaf and frond geometry. ===Subdivision=== Cages are always computed as quads. Use this property to select either triangles or quads for the geometry generated when cages are subdivided. ===== Shape ===== The properties in this group influence the shape and position of the Tree generator disk. This disk is where all geometry will originate. ===Radius=== Determine the radius of the area on the ground plane from which tree geometry can grow. ===Sink=== Control the distance of the disk below or above the ground plane. Positive values sink the model and negative values raise it. ===Roll=== Control the rotation of the disk on the ground plane. ===Unify child orientations=== Force child nodes to orient in the same direction. ===== Subdivision ===== The Tree generator acts as the default cage when subdivision surfaces are enabled on any [[branch_generator|branch]] generator. ====Level==== Control how many times the mesh is subdivided. ====Relax==== Average the vertices around the intersection between parent and child nodes in order to smooth out junctions. This property works in conjunction with the **[[branch_generator#Relax scale|Relax scale]]** property on Branch generators. ===== Dynamic LOD ===== The properties in this group govern the behavior of the [[kcgameslod|Dynamic LOD]] system. ====Enabled==== Compute lower LOD versions of the model. ====Number==== Determine the number of discrete LODs computed for the model. ====Branches==== Specify how much branch geometry to keep at each successive LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state. ====Decorations==== Specify how much decoration geometry to keep at each successive LOD state. Decorations include [[knot_generator|knots]], [[fin_generator|fins]], and [[cap_generator|caps]]. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state. ====Leaves==== Specify how much leaf geometry to keep at each successive LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state. **Note:** [[batchedleaf_generator|Batched leaves]] don’t work with the LOD system. ====Fronds==== Specifiy how much frond geometry to keep at each successive LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state. ====Leaf Settings==== Adjust behavior of leaf meshes through LOD transitions. ===Grow scale=== Leaf meshes that are kept during the LOD process are scaled up to fill in the empty space left by those that are removed. The scale point is computed automatically by the LOD system. This value controls how much bigger the surviving leaves get. ===Jumble=== Randomize which leaves are kept and which are removed during the LOD process. ===Seed=== This value is a random seed that governs the **Jumble** property. Use these two properties to shuffle which leaves are kept during the LOD process. =====SpeedTree SDK==== ====User data==== This string is available through the SpeedTree SDK for specialized data SpeedTree doesn't otherwise provide. ===== Lightmap ===== The properties in this group govern the [[kcgameslightmap|lightmap]] coordinate generation. **Note:** lightmap UVs are generated only for UE4 and Games versions of the Modeler. ====Target resolution==== Control the resolution for which the lightmap UVs are computed. **Note:** It is important to not use a lightmap smaller than that specified here inside of UE4. Our algorithm accounts for many factors related to how UE4 computes lightmaps, including texel boundaries. Using a smaller lightmap will produce artifacts. ==== Display multiplier==== Use this option to see what the lightmap density will look like at different multiples of the target resolution. Pack the lightmap UVs into a small resolution (useful for lightmapping painted instances) and then see how different resolutions in the target application will affect the density. You can never go lower than the target resolution without artifacts, but you can go higher. ==Vertex Color== The properties in this group enable vertex color computation. Computing vertex colors can be expensive on large models and should be disabled when they aren't necessary. **Note:** In the Lumberyard version of the Modeler, disable this property to use the default [[windly|Lumberyard wind]] data computed by the Modeler. Enable this property to bypass that system and control the vertex colors directly. **Note:** There are render modes that enable you to see the vertex colors in the [[tooltree_window|Tree Window]]. ===== Compute ===== Enable the computation of vertex colors.. ==Red== Set the amount of red in the vertex color. ==Green== Set the amount of green in the vertex color. ==Blue== Set the amount of blue in the vertex color. ===== Proxy Collision ===== The properties in this group control the system whereby [[proxy_generator|proxies]] that are too close to each other are eliminated. ====Automatic==== Toggle automatic culling of proxies. ====Scale==== Scale the area considered for proxy collisions. ====Cull==== Manually cull overlapping proxy nodes. ====Restore culled==== Manually restore all culled proxy nodes.