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batchedleaf_generator [2021/04/06 09:22] – croft | batchedleaf_generator [2023/07/20 12:54] (current) – steph.jorgensen | ||
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- | ====== Batched | + | ====== Batched |
- | {{:: | + | {{:: |
- | The Batched | + | The Batched |
- | > | + | > |
===== Generation ===== | ===== Generation ===== | ||
- | The [[generation_properties|properties]] in this group control how many leaves are generated and where they are placed. | + | The properties in this group control how many leaves are generated and where they are placed. Refer to [[generation_properties|Generation properties]]. |
===== Forces ===== | ===== Forces ===== | ||
- | This properties in this group control how forces affect the nodes created by this generator. | + | The properties in this group control how forces affect the nodes created by this generator. Forces affect only the orientation, |
- | == Allow Forces | + | ==== Allow ==== |
When enabled, all forces that are checked will act on the generator. | When enabled, all forces that are checked will act on the generator. | ||
- | == Forces == | + | 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. | + | |
- | > | + | > |
- | ===== Random Seeds ===== | + | ==== Align ==== |
- | Properties that have [[toolvariance_editor|variance]] are given random values based on a seed value in this group. | + | Each force has an **Align** strength |
- | == Randomize All == | + | === Style === |
- | Randomizes | + | Choose |
+ | |||
+ | ^**Property**^**Description**^ | ||
+ | |**None**| No alignment will take place. | | ||
+ | |**Individual**| Each node is aligned without regard for the behavior of any of its siblings. | | ||
+ | |**Group**| A single alignment is computed | ||
+ | |||
+ | === Amount === | ||
+ | The alignment strength of each enabled force is multiplied by this amount before being applied. | ||
+ | |||
+ | === Match branch parent === | ||
+ | Match the force alignment with that of the parent node. | ||
+ | |||
+ | ==== Geometry ==== | ||
+ | The properties in this group control the behavior of leaves when they collide with a geometry force. | ||
+ | |||
+ | === Kill action === | ||
+ | Choose when to remove leaves that collide with a geometry force. | ||
+ | |||
+ | ^**Property**^**Description**^ | ||
+ | |**None**| Don’t remove leaves. | | ||
+ | |**Quick**| Remove leaves early in the compute | ||
+ | |**Accurate** | Remove leaves after they compute based on the actual leaf geometry. | | ||
+ | |||
+ | === Tolerance === | ||
+ | Set how tolerant of collisions the algorithm should be. Larger values mean more of the leaves will intersect. | ||
+ | |||
+ | ===== Random Seeds ===== | ||
+ | Refer to [[random-seeds-properties|Random seeds properties]]. | ||
===== Leaves ===== | ===== Leaves ===== | ||
The properties in this group control the type, size, and initial placement of the leaf nodes. | The properties in this group control the type, size, and initial placement of the leaf nodes. | ||
- | == Size == | + | ==== Size ==== |
- | This property sets the size of the leaf nodes. | + | This property sets the size of the leaf nodes. By default, mesh assets are treated as unit meshes and then scaled by this amount when placed on the model. |
- | == Use Actual Size == | + | ==== Use actual size ==== |
When enabled, the size parameter is ignored and the mesh is used at exactly the size at which it was modeled. | When enabled, the size parameter is ignored and the mesh is used at exactly the size at which it was modeled. | ||
- | == Flip == | + | ==== Weld ==== |
- | When enabled, randomly selected leaf nodes are flipped over the Y-axis. | + | |
- | + | ||
- | == Weld == | + | |
When enabled, leaves will be placed directly on the skin of their parent (as opposed to being anchored on their spine). | When enabled, leaves will be placed directly on the skin of their parent (as opposed to being anchored on their spine). | ||
- | == Cross == | + | ==== Keep failed welds ==== |
+ | When enabled, leaves that failed to weld are still computed. Use this to help find and correct failed welds in critical regions (failed welds in fine detail areas are often okay). | ||
+ | |||
+ | ==== Cross ==== | ||
When enabled, leaves are rotated so that they are perpendicular to the original leaf placement. This is a shortcut for creating crossed, intersecting meshes that have the same position. | When enabled, leaves are rotated so that they are perpendicular to the original leaf placement. This is a shortcut for creating crossed, intersecting meshes that have the same position. | ||
- | == Fix Winding | + | ==== Fix winding ==== |
- | When enabled, the face winding of the polygons in the final mesh is adjusted to match the direction of the surface normals. | + | When enabled, the face winding of the polygons in the final mesh is adjusted to match the direction of the surface normals. This correction is applied after vertex deformation and lighting adjustments. |
+ | |||
+ | ==== Flip ==== | ||
+ | When enabled, randomly selected leaf nodes are flipped over the Y-axis. | ||
+ | |||
+ | ==== Initial orientation ==== | ||
+ | Orient all nodes in this generator based on the below options. This property is only available if **Flip** is disabled. | ||
+ | |||
+ | ^**Property**^**Description**^ | ||
+ | |**Classic**|Orient nodes based on whether they’re on the left or right side of the model. Works best in [[genmode_phyllotaxy|Phyllotaxy]] generation mode and results in more organic shapes.| | ||
+ | |**Synchronized**| Orient all nodes in the same direction relative to the parent.| | ||
==== Type ==== | ==== Type ==== | ||
- | The properties in this group specify the materials and meshes for the leaf. Meshes must be assigned to the material on the [[kcmaterialsassetsbar|Material Bar]] to be used on the leaf. Materials are chosen based on their weights and [[kcseasons|season]] settings. | + | The properties in this group specify the materials and meshes for the leaf. Meshes must be assigned to the material on the [[toolmaterialsassetsbar|Material Bar]] to be used on the leaf. Materials are chosen based on their weights and [[kcseasons|season]] settings. |
+ | |||
+ | === Material === | ||
+ | This property specifies a named material from the [[toolmaterialsassetsbar|Material Bar]]. If **None** is selected or the chosen material has no assigned mesh, a simple square will be used as placeholder geometry. | ||
- | == Material | + | ===Mesh=== |
- | This property | + | Use this property |
- | == Weight == | + | === Weight |
Sets the probability that a node will receive this material index (this weight ÷ sum of all weights). | Sets the probability that a node will receive this material index (this weight ÷ sum of all weights). | ||
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The properties in this group influence the resolution of the mesh. | The properties in this group influence the resolution of the mesh. | ||
- | == Size Increase | + | === Size increase |
- | This curve controls the increase in the size of the leaf nodes as the [[kcresolution|resolution]] changes. | + | This curve controls the increase in the size of the leaf nodes as the [[kcvfxresolution|resolution]] changes. It is often desirable to increase the size of the leaves at lower resolutions to make up for a lower number of leaves. |
- | == Mesh LOD == | + | === Mesh LOD === |
- | This curve sets which mesh version (High, Medium or Low) is used based on the active resolution. It is often desirable to use lower quality meshes at lower resolutions. | + | This curve sets which mesh version (High, Medium or Low) is used based on the active resolution. It is often desirable to use lower quality meshes at lower resolutions. |
- | == Mesh LOD offset == | + | > |
- | When set to a value other than ' | + | |
- | + | ||
- | > | + | |
===== Local Orientation ===== | ===== Local Orientation ===== | ||
- | The properties in this group are the first stage of orienting the leaf. The orientation actions are performed in the order in which the properties are listed. | + | The properties in this group are the first stage of orienting the leaf. The orientation actions are performed in the order in which the properties are listed. |
+ | |||
+ | ====3D anchor style==== | ||
+ | |||
+ | Set how 3D anchors align with the orientation of the parent node. | ||
+ | |||
+ | ^**Property**^**Description**^ | ||
+ | | **Legacy** | Ignore the orientation and deformations of the parent node. Use this setting if the parent node is a leaf and the parent orientation should be ignored. | | ||
+ | | **Match parent** | Follow the orientation and deformations of the parent node. | | ||
- | == Unification == | + | ==== Unification |
- | Uses the anchor to orient itself " | + | Uses the anchor to orient itself " |
- | ^Global|The anchor point is located where the node's highest ancestor hits the ground.| | + | ^**Property**^**Description**^ |
- | ^Deep|The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.| | + | |**Global**|The anchor point is located where the node's highest ancestor hits the ground.| |
- | ^Intermediate|The anchor point is somewhere in the middle of the node's ancestors.| | + | |**Deep**|The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.| |
- | ^Local|The anchor point is very near where the node is attached.| | + | |**Intermediate**|The anchor point is somewhere in the middle of the node's ancestors.| |
- | ^None|No anchor point is computed, and no unification is done.| | + | |**Local**|The anchor point is very near where the node is attached.| |
+ | |**None**|No anchor point is computed, and no unification is done.| | ||
- | == Sky Influence | + | ==== Sky influence ==== |
- | Controls how much the leaves point toward the sky. Higher numbers result in the Z axis of each mesh pointing straight up. | + | Controls how much the leaves point toward the sky. Higher numbers result in the z-axis of each mesh pointing straight up. |
- | == Fold == | + | ==== Fold ==== |
Rotates leaves up or down around the parent' | Rotates leaves up or down around the parent' | ||
- | == Align == | + | ==== Align ==== |
- | Rotates the tip of the leaves toward or away from the parent' | + | Rotates the tip of the leaves toward or away from the parent' |
- | == Face == | + | ==== Face ==== |
- | Spins the leaves around their "stem" | + | Spins the leaves around their stem so that their up vector points in the direction of the parent' |
- | > | + | > |
===== Sensitivity ===== | ===== Sensitivity ===== | ||
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Parent sensitivity refers to orienting the leaf based on where it is positioned relative to its ancestors. | Parent sensitivity refers to orienting the leaf based on where it is positioned relative to its ancestors. | ||
- | == Amount == | + | === Amount |
- | Determines | + | Sets the amount that the bottom of the leaf is turned to face the point set by **Anchor**. |
- | ==Anchor== | + | ===Anchor=== |
- | This property picks a spot on one of the leaf's ancestors, depending on which of the following options | + | This property picks a spot on one of the leaf's ancestors |
- | ^Global|The anchor point is located where the node's highest ancestor hits the ground.| | + | ^**Property**^**Description**^ |
- | ^Deep|The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.| | + | |**Global**|The anchor point is located where the node's highest ancestor hits the ground.| |
- | ^Intermediate|The anchor point is somewhere in the middle of the node's ancestors.| | + | |**Deep**|The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.| |
- | ^Local|The anchor point is very near where the node is attached.| | + | |**Intermediate**|The anchor point is somewhere in the middle of the node's ancestors.| |
- | ^None|No anchor point is computed, and no parent sensitivity is added.| | + | |**Local**|The anchor point is very near where the node is attached.| |
+ | |**None**|No anchor point is computed, and no parent sensitivity is added.| | ||
- | ==Sky== | + | ===Sky=== |
- | Rotates the mesh around its central axis to get its Z axis as close to up as it can. Think of it as the leaves rotating around their stem to face the light. | + | Rotates the mesh around its central axis to get its z-axis as close to up as it can. Think of it as the leaves rotating around their stem to face the light. |
===== Final Adjustments ===== | ===== Final Adjustments ===== | ||
- | These edits are applied to the leaf meshes as a group after Local Orientation and Sensitivity | + | These edits are applied to the leaf meshes as a group after **Local Orientation** and **Sensitivity** compute. |
- | == Up == | + | ==== Up ==== |
- | Rotates each mesh around its local X axis. | + | Rotates each mesh around its local x-axis. |
- | == Right == | + | ==== Right ==== |
- | Rotates each mesh around its local Y axis. | + | Rotates each mesh around its local y-axis. |
- | == Out == | + | ==== Out ==== |
- | Rotates each mesh around its local Z axis. | + | Rotates each mesh around its local z-axis. |
===== Deformation ===== | ===== Deformation ===== | ||
- | The properties in this group alter the shape of the leaf mesh. It is important to remember that 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. |
- | > | + | > |
- | ==Fold== | + | ====Height==== |
- | Folds both sides of the leaf, lengthwise along the Y-axis | + | Displace |
- | ==Curl== | + | ====Fold==== |
- | Curls the leaf around | + | Folds both sides of the leaf lengthwise along the y-axis of the mesh. A negative value bends down, while a positive value bends up. |
- | ==Twist== | + | ====Curl==== |
- | Twists | + | Curls the leaf around the mesh' |
- | ==== Vertex ==== | + | ====Twist==== |
+ | Twists the leaf around the mesh's y-axis. The farther away a vertex is from the x-axis, the more it is rotated. | ||
+ | |||
+ | ===== Vertex | ||
The properties in this group perform a noise-based deformation of each vertex in the mesh. | The properties in this group perform a noise-based deformation of each vertex in the mesh. | ||
- | == Amount == | + | ==== Amount |
This property controls the amount of noise applied to each vertex. | This property controls the amount of noise applied to each vertex. | ||
- | == Noise == | + | ==== Noise ==== |
This value controls the tightness of the noise pattern. Higher values result in more localized deformations. | This value controls the tightness of the noise pattern. Higher values result in more localized deformations. | ||
- | |||
- | == Seed == | ||
- | Vary this parameter to randomize the noise pattern. | ||
====Scale==== | ====Scale==== | ||
- | The properties in this group scale the mesh. The scale is performed in each leaf's local orientation. | + | The properties in this group scale the mesh. The scale is performed in each leaf's local orientation. |
- | ==X== | + | ===X=== |
- | Scales the mesh by this amount in the X-axis. | + | Scales the mesh by this amount in the x-axis. |
- | ==Y== | + | ===Y=== |
- | Scales the mesh by this amount in the Y-axis. | + | Scales the mesh by this amount in the y-axis. |
- | ==Z== | + | ===Z=== |
- | Scales the mesh by this amount in the Z-axis. | + | Scales the mesh by this amount in the z-axis. |
===== Lighting ===== | ===== Lighting ===== | ||
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> | > | ||
- | ==Smooth== | + | ====Style==== |
- | Use this property | + | Choose an approach |
+ | |||
+ | ^ **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==== | ||
- | ==== Parent Puffiness | + | === Parent Puffiness === |
== Amount == | == Amount == | ||
Value scale that controls how much the normals on each individual leaf should face " | Value scale that controls how much the normals on each individual leaf should face " | ||
- | > | + | > |
==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: |
- | ^Global|The anchor point is located where the node's highest ancestor hits the ground.| | + | ^**Property**^**Description**^ |
- | ^Deep|The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.| | + | |**Global**|The anchor point is located where the node's highest ancestor hits the ground. | |
- | ^Intermediate|The anchor point is somewhere in the middle of the node's ancestors.| | + | |**Deep**|The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.| |
- | ^Local|The anchor point is very near where the node is attached.| | + | |**Intermediate**|The anchor point is somewhere in the middle of the node's ancestors.| |
- | ^None|No anchor point is computed, and no parent puffiness is added.| | + | |**Local**|The anchor point is very near where the node is attached.| |
+ | |**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. | | ||
+ | |**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.| | ||
- | == Puffiness | + | ==Anchor Shift== |
- | After all normal adjustments have been performed, this value “sphere-izes” | + | Adjust where the anchor sits on the ancestor. |
- | ==Unify== | + | == Position |
- | This property causes all vertex normals to point in the average direction of all of the vertex normals. | + | Adjust |
- | ==== Adjustments ==== | + | == Amount |
- | The properties | + | Set the range in which the anchor point moves when the **Position** value changes. |
- | > | + | == Puffiness |
- | + | After all normal adjustments have been performed, this value “sphere-izes” | |
- | == Up == | + | |
- | This property rotates vertex normals around | + | |
- | + | ||
- | == Right == | + | |
- | This property rotates vertex | + | |
- | + | ||
- | == Out == | + | |
- | This property rotates vertex normals around | + | |
===== Wind ===== | ===== Wind ===== | ||
- | The properties in this group influence how leaves are animated in wind simulations. | + | The properties in this group influence how leaves are animated in wind simulations. There are separate settings for VFX, Games, Legacy UE4/Unity, and Lumberyard. |
- | ==Scalar== | + | ====Weight==== |
- | Use this property to scale how much the leaf moves during wind simulations. | + | 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. |
> | > | ||
- | ==Group== | + | ====Cross===== |
- | In many wind styles, multiple | + | Increase the wind weight on vertices based on their distance from the mesh’s centerline on the x-axis. Use this property to show heavier wind impacts on the edges of leaves |
- | ==Seed== | + | ====Group==== |
- | Vary this parameter | + | In many wind styles, multiple wind groups are available. Use this property |
===== Season ===== | ===== Season ===== | ||
- | The properties in this group control how leaves transition in the [[kcseasons|Seasons]] system. | + | The properties in this group control how leaves transition in the [[kcseasons|seasons]] system. |
- | == Start offset == | + | ==== Start offset |
- | Leaf transitions are determined by looking up season curves based on the position of the season slider. | + | Leaf transitions are determined by looking up season curves based on the position of the season slider. This value provides an offset on that curve lookup. Use variance on this property to randomly shift when neighboring leaves begin their transition. |
- | == Time scale == | + | ==== Time scale ==== |
- | Scales how fast time passes relative to a single leaf. Higher values make leaves transition faster. | + | Scales how fast time passes relative to a single leaf. Higher values make leaves transition faster. |
- | == Drop time == | + | ==== Drop time ==== |
- | Controls how long the leaf will remain attached. | + | Controls how long the leaf will remain attached. A leaf can drop no matter what material is assigned. |
- | == Droop == | + | ==== Droop ==== |
Use this value to make leaves droop as they transition. | Use this value to make leaves droop as they transition. | ||
- | == Curl == | + | ==== Curl ==== |
Use this value to make leaves curl as they transition. | Use this value to make leaves curl as they transition. | ||
- | == Fold == | + | ==== Fold ==== |
Use this value to make leaves fold as they transition. | Use this value to make leaves fold as they transition. | ||
==== Fallen ==== | ==== Fallen ==== | ||
- | When "Show Dropped Leaves" | + | When **Show Dropped Leaves** is checked on the Season Slider, the properties in this group influence the behavior of leaves on the ground (or ground mesh). |
- | == Ground | + | === Ground |
Sets the amount of time the leaves stay on the ground before disappearing. | Sets the amount of time the leaves stay on the ground before disappearing. | ||
- | == Spread == | + | === Spread |
- | This value controls | + | Controls |
- | == Flatten == | + | === Flatten |
Sets the amount of deformation removal (" | Sets the amount of deformation removal (" | ||
- | == Jumble == | + | === Jumble |
Randomizes the orientations of leaves on the ground. | Randomizes the orientations of leaves on the ground. | ||
- | == Slope limit == | + | === Slope limit === |
- | If you have a force mesh applied to the leaf generator, fallen leaves will adhere to it instead of the ground. | + | If you have a force mesh applied to the leaf generator, fallen leaves will adhere to it instead of the ground. In that circumstance, |
===== Collision ===== | ===== Collision ===== | ||
- | The properties in this group influence how leaves in this generator interact with the [[toolcollision|Collision]] system. | + | The properties in this group influence how leaves in this generator interact with the [[toolcollision|collision]] system. |
- | == Style == | + | ==== Style ==== |
- | Use this property to set how the leaves behave during collision computations | + | Use this property to set how the leaves behave during collision computations. |
- | ^Everything | Leaves in this generator collide with each other and all other leaves.| | + | ^**Property**^**Description**^ |
- | ^Ignore | + | |**Everything** | Leaves in this generator collide with each other and all other leaves.| |
- | ^Knock out others only | Leaves in this generator | + | |**Ignore |
- | ^Nothing |These leaves | + | |**Knock out others only** | Leaves in this generator |
+ | |**Nothing** |These leaves | ||
- | == Take parent == | + | ==== Take parent |
- | When enabled, if a leaf in this generator is removed, its parent is also removed. | + | When enabled, if a leaf in this generator is removed, its parent is also removed. Use this option to take away twigs supporting leaves that are removed. |
- | == Weight == | + | ==== Weight |
- | When leaves collide, the one with the higher weight wins. Use this property to set the weight. | + | When leaves collide, the one with the higher weight wins. Use this property to set the weight. |
- | == Pivot Threshold | + | ==== Pivot threshold ==== |
- | This property sets how far away from the pivot (as a percentage of size) a collision has to happen in order to count. | + | Sets how far away from the pivot (as a percentage of size) a collision has to happen in order to count. Use this property to eliminate unwanted removals of leaves anchored near each other. |
- | + | ||
- | == Sphere Threshold == | + | |
- | When using spherical leaf collision tests, this value scales the size of the spheres used during the test. Spheres are initially sized based on leaf size. | + | |
===== Vertex Color ===== | ===== Vertex Color ===== | ||
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The properties in this group control how the red component of the color is computed. | The properties in this group control how the red component of the color is computed. | ||
- | ==Style== | + | ===Style=== |
This property controls how the red portion of the color is computed from the following options: | This property controls how the red portion of the color is computed from the following options: | ||
- | ^Set | Sets the color directly using the " | + | ^**Property**^**Description**^ |
- | ^Offset from parent | The " | + | |**Set** | Sets the color directly using the " |
+ | |**Offset from parent** | The " | ||
- | ==Value== | + | ===Value=== |
This property adds to, subtracts from, or directly sets this color component. | This property adds to, subtracts from, or directly sets this color component. | ||
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The properties in this group control how the red component of the color is computed. | The properties in this group control how the red component of the color is computed. | ||
- | ==Style== | + | ===Style=== |
This property controls how the red portion of the color is computed from the following options: | This property controls how the red portion of the color is computed from the following options: | ||
- | ^Set | Sets the color directly using the " | + | ^**Property**^**Description**^ |
- | ^Offset from parent | The " | + | |**Set** | Sets the color directly using the " |
+ | |**Offset from parent** | The " | ||
- | ==Value== | + | ===Value=== |
This property adds to, subtracts from, or directly sets this color component. | This property adds to, subtracts from, or directly sets this color component. | ||
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The properties in this group control how the red component of the color is computed. | The properties in this group control how the red component of the color is computed. | ||
- | ==Style== | + | ===Style=== |
This property controls how the red portion of the color is computed from the following options: | This property controls how the red portion of the color is computed from the following options: | ||
- | ^Set | Sets the color directly using the " | + | ^**Property**^**Description**^ |
- | ^Offset from parent | The " | + | |**Set** | Sets the color directly using the " |
+ | |**Offset from parent** | The " | ||
- | ==Value== | + | ===Value=== |
This property adds to, subtracts from, or directly sets this color component. | This property adds to, subtracts from, or directly sets this color component. | ||
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The properties in this group control how vertex colors stored in the [[kcmeshes|mesh asset]] are combined with the computed vertex colors. | The properties in this group control how vertex colors stored in the [[kcmeshes|mesh asset]] are combined with the computed vertex colors. | ||
- | ==Style== | + | ===Style=== |
This property controls how mesh asset vertex colors are used from the following options: | This property controls how mesh asset vertex colors are used from the following options: | ||
- | ^Interpolate | The " | + | ^Property^Description^ |
- | ^Add | The " | + | |**Interpolate** | The " |
+ | |**Add** | The " | ||
- | ==Contribution== | + | ===Contribution=== |
This value sets how much influence the mesh asset vertex color has on the final vertex color. | This value sets how much influence the mesh asset vertex color has on the final vertex color. | ||
- | |||
===== Lightmap ===== | ===== Lightmap ===== | ||
- | 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]]. |
> | > | ||
- | ==Weight== | + | ====Weight==== |
- | Use this property to increase | + | Increase |