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branch_generator [2023/02/16 11:52] steph.jorgensenbranch_generator [2023/04/24 19:20] (current) steph.jorgensen
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-====== Branch Generator ======+====== Branch generator ======
 {{:branch.jpg?100 |}} {{:branch.jpg?100 |}}
  
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 ===== Generation ===== ===== Generation =====
-See [[generation_properties|Generation properties]].+Refer to [[generation_properties|Generation properties]].
  
 ===== Forces ===== ===== Forces =====
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 === Style === === Style ===
-Choose the style of the alignment operations from the following options:+Choose the style of the alignment operations:
  
 ^ **Property** ^ **Description**^  ^ **Property** ^ **Description**^ 
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 ===== Random Seeds ===== ===== Random Seeds =====
-Properties that have [[toolvariance_editor|variance]] are given random values based on a seed value in this group. Vary the seeds in this group to randomize only the properties associated with the seed type.  +Refer to [[random-seeds-properties|Random seeds properties]].
- +
-==== Randomize all ==== +
-Randomizes the value for all seeds used to compute this generator+
  
 ===== Segments ===== ===== Segments =====
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 ==== Influence ==== ==== Influence ====
 Scales how much influence forces and other spine properties have per accurate spine segment. If you change the number of accurate segments at any point, try adjusting this number to get the generator to more closely match its previous look. Scales how much influence forces and other spine properties have per accurate spine segment. If you change the number of accurate segments at any point, try adjusting this number to get the generator to more closely match its previous look.
 +
 +====Scalar====
 +Increase or decrease the number of polygons on the mesh.
  
 ==== Length ==== ==== Length ====
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 === Relative basis === === Relative basis ===
-Choose how relative segments are computed.+Choose how relative length segments compute.
  
 ^ **Property** ^ **Description** ^ ^ **Property** ^ **Description** ^
-| Length only | The length of the branch alone is the basis for how many segments are added for the **+ Relative** amount. | +**Length only** | The length of the branch alone is the basis for how many segments are added for the **+ Relative** amount. | 
-| Length/radius ratio | Relative segments are added based on the ratio of the length of the branch and its starting radius. This style keeps similar numbers across a wide variety of branches and should be preferred. |+**Length/radius ratio** | Relative segments are added based on the ratio of the length of the branch and its starting radius. This style keeps similar numbers across a wide variety of branches and should be preferred. | 
 +|**Parent’s length segments**|The length of the parent is the basis for how many segments are added for the **+ Relative** amount. |
  
 === Weld scalar === === Weld scalar ===
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 === + Relative === === + Relative ===
 The number of segments is computed based on the branch radius and this value. This number is added to the **Absolute** segments for the final number of radial segments used. The number of segments is computed based on the branch radius and this value. This number is added to the **Absolute** segments for the final number of radial segments used.
 +
 +===Relative basis===
 +Choose how **+ Relative** radial segments compute.
 +
 +^ **Property** ^ **Description** ^
 +|**Radius**|The radius of the branch is the basis for how many segments are added for the **+ Relative** amount.|
 +|**Parent’s radial segments**|The radius of the parent is the basis for how many segments are added for the **+ Relative** amount. |
 +
  
 ===== Features ===== ===== Features =====
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 === Weight === === Weight ===
 Sets the probability that a node will receive this material index (this weight ÷ the sum of all weights). Sets the probability that a node will receive this material index (this weight ÷ the sum of all weights).
 +
 +=== Patch options ===
 +Choose how to apply the material. See [[uv_tiling|UV tiling]]. This property is visible only when **UV Mapping:Tiling:Style** is not set to **Tiling**. 
 +
 +^**Property**^**Description**^^
 +|**UV Area**|Choose to apply the full UV map or a UV area.||
 +|:::|**Whole map**|Apply the full UV map.|
 +|:::|**Any**|Apply any UV area. This option is visible only if the material has multiple UV areas.|
 +|:::|**Custom area name**|Apply a specific UV area. Set and name the area with the  [[tooluv_editor|UV Area Editor]].|
 +|**Placement**|Place the material anywhere or on the first ring.||
 +
  
 **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.
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 | **Keep hits** | Only those branches that hit an enabled geometry force will be kept. | | **Keep hits** | Only those branches that hit an enabled geometry force will be kept. |
 | **Keep misses** | Only those branches that missed all enabled geometry forces will be kept. | | **Keep misses** | Only those branches that missed all enabled geometry forces will be kept. |
-| Reject mesh escapees | Only branches that remained fully contained within an enabled geometry force will be kept. |+**Reject mesh escapees** | Only branches that remained fully contained within an enabled geometry force will be kept. |