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fin_generator [2022/04/12 11:14] – croft | fin_generator [2023/04/19 09:28] (current) – steph.jorgensen | ||
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- | ====== Fin Generator | + | ====== Fin generator |
- | {{:fin.jpg?80 |}}The Fin Generator | + | {{:fin.jpg?100 |}}The Fin generator |
+ | |||
+ | Use this generator to make fungi, peeling bark, or any other thin geometry protrusions | ||
===== Generation ===== | ===== Generation ===== | ||
- | The [[generation_properties|properties]] in this group control how many fins are generated and where they are placed. | + | The [[generation_properties|Generation |
- | + | ||
- | ===== Forces ===== | + | |
- | The properties in this group control how forces affect the nodes created by this generator. | + | |
- | + | ||
- | == Allow Forces == | + | |
- | When enabled, all forces that are checked will act on the generator. | + | |
===== Random Seeds ===== | ===== Random Seeds ===== | ||
- | Properties that have [[toolvariance_editor|variance]] are given random | + | Refer to [[random-seeds-properties|Random |
- | + | ||
- | == Randomize All == | + | |
- | Randomizes the value for all seeds used to compute this generator. | + | |
=====Fins===== | =====Fins===== | ||
The properties in this group control the type, size, and initial placement of the fin nodes. | The properties in this group control the type, size, and initial placement of the fin nodes. | ||
- | ==Size== | + | ====Size==== |
- | This property sets the size of the fins relative to the radius of the parent at the point where they are attached. | + | Set the size of the fins relative to the radius of the parent at the point where they are attached. |
- | ==Flip== | + | ====Flip==== |
- | When enabled, | + | Flip randomly selected fin nodes over the y-axis. |
====Type==== | ====Type==== | ||
- | The properties in this group specify the materials and meshes for the fin. Meshes must be assigned to the material on the [[kcmaterialsassetsbar|Material Bar]] to be used on the fin. Materials are chosen based on their weights and [[kcseasons|season]] settings. | + | The properties in this group specify the materials and meshes for the fin. Meshes must be assigned to the material on the [[toolmaterialsassetsbar|Material Bar]]. Materials are chosen based on their weights and [[kcseasons|season]] settings. |
- | == Material == | + | === Material |
- | This property specifies | + | Specify |
- | == Weight | + | ===Mesh=== |
- | Sets the probability that a node will receive this material | + | Choose |
- | ==== Resolution ==== | + | === Weight === |
+ | Set the probability that a node will receive this material index (this weight divided by the sum of all weights). | ||
+ | |||
+ | ===== Resolution | ||
The properties in this group influence the resolution of the mesh. | The properties in this group influence the resolution of the mesh. | ||
- | == 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. | + | Set 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 | + | === Mesh LOD offset === |
When set to a value other than 0, the mesh currently assigned will go up or down one mesh resolution (High, Medium, or Low). 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 one mesh resolution (High, Medium, or Low). Use this property (especially in conjunction with its parent curve) to adjust mesh resolution throughout the model. | ||
- | >**Note: | + | **Note: |
=====Orientation===== | =====Orientation===== | ||
The properties in this group control how the fins are situated on their parent. | The properties in this group control how the fins are situated on their parent. | ||
- | ==Style== | + | ====Style==== |
- | This property sets the style of the initial orientation of the fins from the following options: | + | This property sets the style of the initial orientation of the fins. |
- | ^Protrusion|Meshes default to pointing directly away from the parent.| | + | ^**Property**^**Description**^ |
- | ^Peeling bark (all up)|Meshes default to pointing straight up the parent branch.| | + | |**Protrusion**|Meshes default to pointing directly away from the parent.| |
- | ^Peeling bark (all down)|Meshes default to pointing straight down the parent branch.| | + | |**Peeling bark (all up)**|Meshes default to pointing straight up the parent branch.| |
- | ^Peeling bark (up and down)|Meshes randomly point up or down the parent branch.| | + | |**Peeling bark (all down)**|Meshes default to pointing straight down the parent branch.| |
+ | |**Peeling bark (up and down)**|Meshes randomly point up or down the parent branch.| | ||
- | ==Start angle== | + | ====Start angle==== |
- | This property rotates | + | Rotate |
- | ==Roll== | + | ====Roll==== |
- | This property rotates | + | Rotate |
===== Deformation ===== | ===== Deformation ===== | ||
- | The properties in this group alter the shape of the the 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 mesh. 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. | + | **Note:** Using these properties on low resolution meshes can produce undesirable results. |
- | ==Fold== | + | ====Fold==== |
- | Folds both sides of the fin, lengthwise, along the Y axis of the mesh. A negative value bends down, while a positive value bends up. | + | Fold both sides of the fin lengthwise along the y-axis of the mesh. A negative value bends down, while a positive value bends up. |
- | ==Curl== | + | ====Curl==== |
- | Curls the fin around the mesh' | + | Curl the fin around the mesh' |
==== Vertex ==== | ==== 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 |
- | Controls | + | Control |
- | == Noise == | + | === Noise === |
- | Controls | + | Control |
- | == Seed == | + | === Seed === |
- | Vary this parameter to randomize | + | Randomize |
====Scale==== | ====Scale==== | ||
- | The properties in this group scale the mesh. The scale is performed in each fin's local orientation. | + | The properties in this group scale the mesh. The scale is performed in each fin's local orientation. |
- | ==X== | + | ===X=== |
- | Scales | + | Scale the mesh by this amount in the x-axis. |
- | ==Y== | + | ===Y=== |
- | Scales | + | Scale the mesh by this amount in the y-axis. |
- | ==Z== | + | ===Z=== |
- | Scales | + | Scale the mesh by this amount in the z-axis. |
=====Lighting===== | =====Lighting===== | ||
The properties in this group adjust the mesh vertex normals to change the fin's lighting behavior. | The properties in this group adjust the mesh vertex normals to change the fin's lighting behavior. | ||
- | ==Puffiness== | + | ====Puffiness==== |
- | This value “sphere-izes” the normals around the center of the mesh, giving the geometry a more puffy appearance. | + | This value sphere-izes the normals around the center of the mesh, giving the geometry a more puffy appearance. |
- | ==Match | + | ===Match |
- | This value bends the normals so that they match the surface normal of the parent. | + | Bend the normals so that they match the surface normal of the parent. Use this property to reduce harsh lighting artifacts where the fin meets the parent. Use the profile curve to fade back to the regular normals as the vertices move away from the parent. |
===== Wind ===== | ===== Wind ===== | ||
The property in this group influences how fins are animated in wind simulations. | The property in this group influences how fins are animated in wind simulations. | ||
- | ==Ripple scale== | + | ====Ripple scale==== |
- | Use this property to scale how much the fin moves during wind simulations. | + | Scale how much the fin moves during wind simulations. The amount and frequency of motion are set on the [[fan|Fan |
- | >**Note:** The left hand side of the profile curve must be zero to avoid disconnections from parent. | + | **Note:** The left hand side of the profile curve must be zero to avoid disconnections from the parent. |
- | >**Note:** Fins are treated as leaves in wind simulations. | + | **Note:** Fins are treated as leaves in wind simulations. |
===== Growth ===== | ===== Growth ===== | ||
- | The properties in this group control how the model behaves during animated growth. | + | The properties in this group control how the model behaves during animated growth. In general, create the model in the fully grown state and use these properties to control how it gets there. |
- | == Speed Scale == | + | ==== Speed scale ==== |
- | The speed at which a fin will grow is set on the [[tooltimeline|Timeline Bar]]. Use this property to scale that value. The profile curve scales the speed relative to the fin's total growth time. For example, ease in and out of the growth animation by using an "S-curve." | + | The speed at which a fin will grow is set on the [[tooltimeline|Timeline Bar]]. Use this property to scale that value. The profile curve scales the speed relative to the fin's total growth time. For example, ease in and out of the growth animation by using an s-curve. |
==== Transitions==== | ==== Transitions==== | ||
- | == Size == | + | === Size === |
- | This curve control | + | Control |
- | == Orientation == | + | === Orientation |
- | This value controls | + | Control |
- | == Curl == | + | === Curl === |
- | Adds additional curl to the fin at the start of the growth. | + | Add additional curl to the fin at the start of the growth. The profile curve sets how much of the additional curl is added during the growth cycle of the fin. |
- | == Fold == | + | === Fold === |
- | Adds additional fold to the fin at the start of the growth. | + | Add additional fold to the fin at the start of the growth. The profile curve sets how much of the additional |
==== Timing ==== | ==== Timing ==== | ||
- | == Style == | + | === Style === |
- | Sets the conditions under which the fin will start growing. The Start % property | + | Set the conditions under which the fin starts to grow. **Start %** works according to the option selected here. |
- | ^In Place | The fin will start growing | + | ^**Property**^**Description**^ |
- | ^Parent | The growth of this fin will be based on the growth of the parent. A Start % of 0.0 means start when the parent starts, 1.0 means start when the parent ends. | | + | |**In place**| The fin starts to grow exactly when the parent is long enough to reach its starting point in the fully grown model. |
- | ^Parent' | + | |**Parent**| The growth of this fin is based on the growth of the parent. A **Start %** value of 0.0 means start when the parent starts, 1.0 means start when the parent ends. | |
+ | |**Parent' | ||
- | == Start % == | + | === Start % === |
- | Causes | + | Cause fins to start early (0.0) or late (1.0) according to the **Style** property. |
- | == Offset == | + | === Offset |
- | The start frame is shifted by a constant number of frames (negative means earlier, positive means later). This value is best used to “jumble up” start times of neighboring fins. | + | The start frame is shifted by a constant number of frames (negative means earlier, positive means later). This value is best used to jumble up start times of neighboring fins. |
- | + | ||
- | > | + | |
+ | **Note:** It is almost never a good idea to go negative with this value (fins can't grow earlier than the structure will allow). A good practice is to have a value of something like 10 and a variance of 10 as well. That way the earliest any fin will start is when it was supposed to, but some will be delayed. | ||
===== Season ===== | ===== Season ===== | ||
The properties in this group control how fins transition in the [[kcseasons|seasons]] system. | The properties in this group control how fins transition in the [[kcseasons|seasons]] system. | ||
- | == Start Offset | + | ==== Start offset ==== |
- | Fin transitions are determined by looking up season curves based on the position of the season slider. | + | Fin 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 fins begin their transition. |
- | == Time Scale == | + | ==== Time scale ==== |
- | Scales | + | Scale how fast time passes relative to a single fin. Higher values make fins transition faster. |
- | == Curl == | + | ==== Curl ==== |
- | Use this value to make fins curl as they transition. | + | Make fins curl as they transition. |
- | == Fold == | + | ==== Fold ==== |
- | Use this value to make fins fold as they transition. | + | Make fins fold as they transition. |
===== Dynamic LOD ===== | ===== Dynamic LOD ===== | ||
The properties in this group control the [[kcgameslod|LOD]] behavior of the fins. | The properties in this group control the [[kcgameslod|LOD]] behavior of the fins. | ||
- | ==Weight== | + | ====Weight==== |
- | Use this value to increase or decrease the likelihood that fins in this generator will survive the LOD process (vs. decorators in other generators). | + | Use this value to increase or decrease the likelihood that fins in this generator will survive the LOD process (vs. decorators in other generators). Use the parent curve to target specific areas of the model. |
- | >**Note::** Fins are considered decorators in the [[kclod|LOD]] system. | + | **Note:** Fins are considered decorators in the [[kcgameslod|LOD]] system. |
- | ==Mesh Index== | + | ====Mesh Index==== |
- | This curve controls | + | Control |
===== Collision ===== | ===== Collision ===== | ||
The properties in this group influence how fins in this generator interact with the [[toolcollision|collision]] system. | The properties in this group influence how fins in this generator interact with the [[toolcollision|collision]] system. | ||
- | >**Note:** Fins are considered leaves in the [[toolcollision|collision]] system. | + | **Note:** Fins are considered leaves in the [[toolcollision|collision]] system. |
- | == Style == | + | ==== Style ==== |
- | Use this property to set how the fins behave during collision computations | + | Set how the fins behave during collision computations. |
- | ^Everything | Fins in this generator collide with each other and all other fins.| | + | ^**Property**^**Description**^ |
- | ^Ignore | + | |**Everything**| Fins in this generator collide with each other and all other fins.| |
- | ^Knock out Others Only | Fins in this generator | + | |**Ignore |
- | ^Nothing |These fins do not participate in collision computations.| | + | |**Knock out others only**| Fins in this generator |
+ | |**Nothing**|These fins do not participate in collision computations.| | ||
- | == Weight == | + | ==== Weight |
- | When fins and leaves collide, the one with the higher weight wins. Use this property to set the weight. | + | When fins and 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 pivot (as a percentage of size) a collision has to happen in order to count. | + | Set how far away from pivot (as a percentage of size) a collision has to happen in order to count. Use this property to eliminate unwanted removals of fins anchored near each other. |
===== Lightmap ===== | ===== Lightmap ===== | ||
The property in this group affects the influence fins in this generator have on the [[kcgameslightmap|lightmap]]. | The property in this group affects the influence fins in this generator have on the [[kcgameslightmap|lightmap]]. | ||
- | >**Note:** Not all versions of the Modeler support lightmap UV computation. | + | **Note:** Not all versions of the Modeler support lightmap UV computation. |
- | + | ||
- | ==Weight== | + | |
- | Use this property to increase or decrease the importance of this generator' | + | |
+ | ====Weight==== | ||
+ | Use this property to increase or decrease the importance of this generator' |