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card_generator [2023/02/16 16:11] steph.jorgensencard_generator [2023/04/03 18:46] (current) steph.jorgensen
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-====== Card Generator ======+====== Card generator ======
 {{:card.png?100 |{{:card_gen_v8.png?100|}} {{:card.png?100 |{{:card_gen_v8.png?100|}}
  
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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+
  
 ===== Leaves ===== ===== Leaves =====
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 === Material === === Material ===
-This property specifies a named material from the [[toolmaterialsassetsbar|Material Bar]]. If "Noneis selected or the chosen material has no assigned mesh, a simple square will be used as placeholder geometry.+This property specifies a named material from the [[toolmaterialsassetsbar|Material Bar]]. If **None** is selected or the chosen material has no assigned mesh, a square will be used as placeholder geometry.
  
 === Weight === === Weight ===
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 === Size increase % === === Size increase % ===
-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.+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""Mediumor "Lowdetail on the mesh asset) is used based on the active resolution. +Sets which mesh version (High, Mediumor Low detail on the mesh asset) is used based on the active resolution. 
  
-=== Mesh LOD Offset === +=== Mesh LOD offset === 
-When set to a value other than 0, the mesh currently assigned will go up or down in mesh resolution ("High""Mediumor "Lowdetail on the mesh asset). Use this property (especially in conjunction with its parent curve) to adjust mesh resolution throughout the model.+When set to a value other than 0, the mesh currently assigned will go up or down in mesh resolution (High, Mediumor Low detail on the mesh asset). Use this property (especially in conjunction with its parent curve) to adjust mesh resolution throughout the model.
  
->**Note:** "Mesh LODand "Mesh LOD Offset" both require meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots.+**Note:** **Mesh LOD** and **Mesh LOD offset** both require meshes assigned in at least two of the three [[kcmeshes|mesh asset]] LOD slots.
  
 ===== Final Adjustments ===== ===== Final Adjustments =====
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 ==== Up ==== ==== Up ====
-Rotates each mesh around its local axis.+Rotates each mesh around its local x-axis.
  
 ==== Right ==== ==== Right ====
-Rotates each mesh around its local axis.+Rotates each mesh around its local y-axis.
  
 ==== Out ==== ==== Out ====
-Rotates each mesh around its local axis.+Rotates each mesh around its local z-axis.
  
 ===== Deformation ===== ===== Deformation =====
-The properties in this group alter the shape of the leaf card. 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 card. These properties work best when there are enough vertices in the mesh to reveal the changes.
  
-**Note:** Using these properties on low-resolution meshes can produce undesirable results. You should always have at least one vertex near the center of the mesh for the best results.+**Note:** Using these properties on low-resolution meshes can produce undesirable results. Always have at least one vertex near the center of the mesh for the best results.
  
 ==== Vertex ==== ==== Vertex ====
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 === Amount === === Amount ===
-This property controls the amount of noise applied to each vertex.+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.+Controls the tightness of the noise pattern. Higher values result in more localized deformations.
  
 === Seed === === Seed ===
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 ===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 =====
 The properties in this group modify the vertex normals to change the lighting behavior of the mesh. The properties in this group modify the vertex normals to change the lighting behavior of the mesh.
  
->**Note:** These properties are not typically necessary for high detail VFX models but they can significantly improve the lighting on meshes that represent [[atclusters|clusters]] of leaves in real-time models.+**Note:** These properties are not typically necessary for high-detail VFX models but they can significantly improve the lighting on meshes that represent [[atclusters|clusters]] of leaves in real-time models.
  
 ==== Parent Puffiness ==== ==== Parent Puffiness ====
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 === Up === === Up ===
-This property rotates vertex normals around the local x-axis.+Rotates vertex normals around the local x-axis.
  
 === Right === === Right ===
-This property rotates vertex normals around the local y-axis.+Rotates vertex normals around the local y-axis.
  
 === Out === === Out ===
-This property rotates vertex normals around the local z-axis.+Rotates vertex normals around the local z-axis.
  
 ===== Wind ===== ===== Wind =====
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 ====Weight==== ====Weight====
-Use this value to increase or decrease the likelihood that leaves in this generator will survive the LOD process (vs. leaves in other generators). Use the parent curve to target specific areas of the model.+Increase or decrease the likelihood that leaves in this generator will survive the LOD process (vs. leaves in other generators). Use the parent curve to target specific areas of the model.
  
 ====Scale factor==== ====Scale factor====
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 ====Weight==== ====Weight====
-Use this property to increase or decrease the importance of this generator's leaves in the lightmap -- in relation to the lightmap weight of all other objects -- before lightmap packing is determined. Note that your Weight value may not be honored exactly or may get so large as to exhibit unexpected results. Use "Tools->Reset lightmap scalarsto go back to default values for the whole model. +Use this property to increase or decrease the importance of this generator's leaves in the lightmap -- in relation to the lightmap weight of all other objects -- before lightmap packing is determined. Note that your Weight value may not be honored exactly or may get so large as to exhibit unexpected results. Use **Tools** **Reset lightmap scalars** to go back to default values for the whole model.