Frond generator

The Frond generator creates a mesh that lies along a branch spine. The following sections detail each of the Frond generator's properties.

Note: Fronds must be placed on a branch generator to create a mesh. If you don't want to see the branch, set its Skin:Style property to Spine only.

Generation

Random Seeds

Forces

The properties in this group control the behavior of forces on this generator.

Align

In addition to influencing the frond’s shape, forces can also influence its original orientation. Each force has an Align strength in addition to its main strength. This strength causes the original orientation to be affected by the force.

Note: Only forces enabled on this generator will influence alignment.

Amount

The alignment strength of each enabled force is multiplied by this amount before being applied.

Forces

Each 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 how much force is applied along the branch.

Note: Click on the force name to edit the force's properties.

Materials

The properties in this group control the material assignments and mesh resolution.

Frond

Applies a material to the frond mesh in this generator. Use the button controls to add [+] or remove [-] materials per geometry type.

Note: Fronds will use the mesh assigned to the material if it exists. If the material does not have an assigned mesh, a simple ribbon will be generated.

Material

Specify a named material from the Materials Asset Bar, or use a material set from the Material Sets Bar. Materials are chosen based on their weights and season settings.

Mesh

Use this property to choose a particular mesh from the material asset or allow it to pick a random mesh from the asset (Any), the first mesh on the asset (Primary), or any mesh but the first (Not primary).

Weight

Sets the probability that a node will receive this material index (this weight ÷ the sum of all weights).

Flip

When enabled, randomly selected nodes are flipped over the y-axis.

Two sided

When enabled, the frond mesh geometry is duplicated for the reverse side. If you are looking to reverse the material and not the geometry, check the two-sided box in the Material Assets Bar instead.

Note: Keep in mind that on a two-sided mesh, the frond will have overlapping geometry if wind is enabled.

Mesh

Index

When set to a value other than zero, the mesh currently assigned will go up or down in mesh resolution (“High,” “Medium,” or “Low” detail on the mesh asset). Use this property (especially in conjunction with its parent curve) to adjust mesh resolution throughout the model.

Note: Index requires meshes assigned in at least two of the three mesh asset LOD slots.

Resolution

This curve sets which mesh version (“High,” “Medium” or “Low” detail on the mesh asset) is used based on the active resolution.

Shape

The properties in this group control how the mesh is manipulated when computing the frond.

Unification

This property lets you maximize the number of outward facing frond meshes. Parent spine rotations can often cause the frond mesh to face inward. With unification enabled, the initial orientation of frond meshes will be adjusted so that they face out relative to the selected anchor position. Choose from the following anchor positions:

Property Description
Global The anchor point is located where the node's highest ancestor hits the ground.
Deep The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.
Intermediate The anchor point is somewhere in the middle of the node's ancestors.
Local The anchor point is very near where the node is attached.
None No anchor point is computed, and no unification is done.
Origin The anchor point is at the origin of the model.

Height

Displace the frond geometry based on the height map of the assigned material.

Amount

Increase or decrease the amount of displacement.

Offset

Shift the displacement.

Gravity

Pulls the edges of both sides of the frond mesh toward the ground. A negative value will pull the edges of the frond up towards the sky.

Fold

Folds each side of the frond toward each other (much like folding a piece of paper).

Curl

Curls both of the outside mesh edges in towards the spine.

Roll

Rotates the mesh around the parent spine.

Boundary

The properties in this group control where the frond starts and stops on its parent.

Start

Controls where the frond begins on the spine (0.0 corresponds to the beginning; 1.0 corresponds to the end).

End

Controls where the frond ends on the spine (0.0 corresponds to the beginning; 1.0 corresponds to the end).

Left-Right Variance

The properties in this group control how much the left and right sides of the frond differ in their deformation.

Amount

Adding this variance amount causes the two sides of a mesh to react independently to the amount of Curl, Fold, and Gravity.

Seed

Vary this value to change how the variance is computed.

Scale

The properties in this group scale the width and height of the mesh. The length is always controlled by the parent spine.

Width

Scales the width of the mesh. This scale corresponds to the x-axis of the mesh asset.

Height

Scales the height of the mesh. This scale corresponds to the z-axis of the mesh asset.

Section Variance

Add variance to the shape of individual sections of the mesh. Create sections by painting the mesh in the Cutout Editor. For more information, refer to Manipulate mesh sections.

Favor Outliers

When applying a range of variance, prefer extreme over median values to create more drastic variation.

Gravity

Pull the edges of both sides of the section toward the ground. A negative value pulls the edges towards the sky.

Amount

Add variance to the gravity applied to the mesh section.

Offset

Shift the applied variance by a set amount.

Fold

Fold each side of the section toward each other (much like folding a piece of paper).

Amount

Add variance to the fold applied to the mesh section.

Offset

Shift the applied variance by a set amount.

Curl

Curl both of the outside section edges in towards the spine.

Amount

Add variance to the curl applied to the mesh section.

Offset

Shift the applied variance by a set amount.

Roll

Rotate the section around the parent spine.

Amount

Add variance to the roll applied to the mesh section.

Offset

Shift the applied variance by a set amount.

Lighting

The properties in this group modify the vertex normals to change the lighting behavior of the frond.

Style

Choose an approach to edit the vertex normals for this generator. The Lighting group properties differ for each option.

Property Description
Global Edit this generator as part of a larger group with global lighting properties.
Local Edit this generator individually with local lighting properties.

Local lighting properties

Alignment

This value causes the vertex normals to point in the direction of the parent spine's growth.

Spread

This value causes the vertex normals to point away from the parent spine.

Smooth

Use this property to compute smooth normals based on the average face normals at each vertex after the deformations have been computed. A value of 0.0 means no smoothing, a value of 1.0 means completely smoothed normals. The other lighting adjustments in this group are applied after smoothing.

Parent Puffiness

Amount

Value scale that controls how much the normals on each individual leaf should face “out” depending on the assigned anchor point. A value of 1.0 makes each normal line up with the vector that goes from the anchor through the vertex.

Anchor

This property picks a spot on one of the node’s ancestors according to the following options:

PropertyDescription
GlobalThe anchor point is located where the node's highest ancestor hits the ground.
DeepThe anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.
IntermediateThe anchor point is somewhere in the middle of the node's ancestors.
LocalThe anchor point is very near where the node is attached.
NoneNo anchor point is computed, and no parent puffiness is added.
Origin The anchor point is at the origin of the model.
Surface XThe normals align with the x-axis of the parent where the node attaches.
Surface YThe normals align with the y-axis of the parent where the node attaches.
Surface ZThe normals align with the z-axis of the parent where the node attaches.

Adjustments

Make final adjustments to the vertex normals.

Up

Rotate the vertex normals around the local x-axis.

Rotate the vertex normals around the local y-axis.

Out

Rotate the vertex normals around the local z-axis.

Segments

The properties in this group control polygonal resolution when no mesh is assigned to the frond material.

Accuracy

Sets the number of segments in each rib of the frond infrastructure. Rib spines are computed for each side of the frond at each length segment of the parent spine. The final frond mesh is mapped to these ribs.

Note: Changing accuracy may drastically affect the shape of your spines. Set this value to the maximum desired fidelity early to avoid design losses. Higher values result in slower compute times.

Width

The properties in this group combine to set the number of width segments. Length segments are controlled by the parent spine.

Absolute

The minimum number of segments across the frond.

+ Relative

Segments are added to the Absolute value based on the length of the parent to arrive at the total number of segments across the frond.

Note: You must have vertices running up the center of your frond to avoid deformation artifacts (e.g., the frond separating from the spine). For fronds that don't use a mesh, favor even numbers of segments where possible.

Season

The properties in this group provide the mechanism by which assigned materials can change with the Seasons slider.

Start offset

Determines when the branch will start to transition. The default value of zero means it will start immediately (higher values delay the start, lower values make it start sooner).

Time scale

Controls how long it will take to complete its transition. The default value of 1.0 means one year.

Collision

The properties in this group influence how fronds in this generator interact with the collision system.

Style

Use this property to set how the fronds behave during collision computations.

Property Description
Everything Fronds in this generator collide with each other and all other leaves.
Ignore siblings Fronds in this generator ignore siblings but collide with everything else.
Knock out others only Fronds in this generator can’t be removed, but they can eliminate leaves in other generators.
Nothing These fronds don’t participate in collision computations.

Weight

When fronds collide, the one with the higher weight wins. Use this property to set the weight.

Pivot threshold

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 fronds anchored near each other.

Also remove descendants

If a frond is eliminated during collision computations, checking this box will ensure that any of its children (and their children and so on) are also eliminated.

Wind

The properties in this group influence how fronds are animated in wind simulations. There are separate settings for VFX, Games, Legacy UE4/Unity, and Lumberyard.

Weight

Use this property to scale how much the nodes move 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.

Note: The left-hand side of the profile curve must be zero to avoid disconnecting from the parent.

Cross

Influences the amount of motion as the frond grows from the parent spine to the edge.

Boost

Adds extra weight to the wind as an absolute value. The left side of the curve corresponds to the base of the frond and the right side corresponds to the tip.

Ribs

Fronds are constructed along “ribs” growing perpendicular to the parent branch. These properties control the motion of those ribs.

Apply branch wind

Adds wind to the ribs at one level higher than that of the parent branch. For more information about wind levels, see |VFX wind.

Weight

Control how much wind is added to the ribs.

Growth

The properties in this group control how the model behaves during animated growth. In general, you create the model in the fully grown state and use these properties to control how it gets there.

Speed scale

The speed at which a frond will grow is set on the Timeline Bar. Use this property to scale that value. The profile curve scales the speed relative to the fronds' total growth time. For example, ease in and out of the growth animation by using an s-curve.

Transitions

Gravity

Adds additional gravity to the frond at the start of the growth. The profile curve sets how much of the additional gravity is added during the growth cycle of the frond.

Curl

Adds additional curl to the frond at the start of the growth. The profile curve sets how much of the additional curl is added during the growth cycle of the frond.

Fold

Adds additional fold to the frond at the start of the growth. The profile curve sets how much of the additional fold is added during the growth cycle of the frond.

Roll

Adds additional roll to the frond at the start of the growth. The profile curve sets how much of the additional roll is added during the growth cycle of the frond.

Dynamic LOD

The properties in this group control the LOD behavior of the fronds.

Weight

Increases or decreases the likelihood that fronds in this generator will survive the LOD process (vs. fronds in other generators). Use the parent curve to target specific areas of the model.

Mesh

Controls which mesh LOD (if present) is used for each LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD.

Note: Mesh requires meshes assigned in at least two of the three mesh asset LOD slots.

Vertex Color

The properties in this group control how vertex colors are computed.

Note: Vertex colors must be enabled on the Tree generator for these properties to work.

Red

The properties in this group control how the red component of the color is computed.

Style

This property controls how the red portion of the color is computed.

Property Description
Set Sets the color using the Value property (parent colors are ignored).
Offset from parent The Value property is added to the vertex color inherited from the parent.

Value

This property adds to, subtracts from, or directly sets this color component.

Cross

Multiply the vertex color along the length of the rib. For example, use the Linear growth curve to make colors brighter at the tips.

Green

The properties in this group control how the green component of the color is computed.

Style

This property controls how the green portion of the color is computed from the following options:

Property Description
Set Sets the color using the Value property (parent colors are ignored).
Offset from parent The Value property is added to the vertex color inherited from the parent.

Value

This property adds to, subtracts from, or directly sets this color component.

Cross

Multiply the vertex color along the length of the rib. For example, use the Linear growth curve to make colors brighter at the tips.

Blue

The properties in this group control how the blue component of the color is computed.

Style

This property controls how the blue portion of the color is computed from the following options:

Property Description
Set Sets the color using the Value property (parent colors are ignored).
Offset from parent The Value property is added to the vertex color inherited from the parent.

Value

This property adds to, subtracts from, or directly sets this color component.

Cross

Multiply the vertex color along the length of the rib. For example, use the Linear growth curve to make colors brighter at the tips.

Mesh Asset

The properties in this group control how vertex colors stored in the mesh asset are combined with the computed vertex colors.

Style

This property controls how mesh asset vertex colors are used.

Property Description
Interpolate The Contribution value is used to blend from the computed color (0.0) to the color stored in the asset (1.0).
Add The Contribution value is used to scale the mesh asset vertex color and the result is added to the computed vertex color.
Contribution

This value sets how much influence the mesh asset vertex color has on the final vertex color.

Lightmap

Lightmap UVs are computed for several versions of the Modeler designed for use with game engines. Lightmap UVs are a UV set where no objects overlap and all of them fit in a single space where U and V fit in the range [0.0, 1.0].

Weight

Influences how much space in the lightmap fronds made by this generator can have.

Every object's lightmap weight is compared to every other object and then the lightmap packing is determined. This means 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.