Introduction to Projectors

Projectors are scene objects that scatter procedural details onto a model. One Projector can add details to multiple generators without adding complexity to the generation hierarchy.

To add a Projector and use it on a model, refer to Set up a Projector. For the Projector properties, refer to Projector object reference.

A Projector casts rays onto a model to create moss on the tree trunk.

How Projectors work

Projectors use ray casting to scatter the children of Base generators onto other generators in the model (known as targets). Details populate where rays hit the surface of a target.

Projector scene object

Rays shoot from a Projector scene object of a chosen shape (a disk, rectangle, sphere, etc.). You can move or rotate the scene object to change where the rays hit the target.

Base and target generators

Projectors must be connected to at least one Base generator and at least one target.

Base generators represent Projectors in the generation hierarchy. The children of the Base generator are the details that populate on the target. Base generators are always the direct children of the Tree generator.

Base generators in the Generation hierarchy that add Projectors to the model.

The target generators are where the rays can hit and populate details. Target generators can be any generator from the hierarchy except for Mesh converter generators.

Editing Projector rays

You can change how the rays hit the target by editing attributes in the Projector properties and Base generator properties.

The Base generator properties make large scale changes to the Projector rays. For example, to change the entire ray pattern, modify the Random Seeds property. Adjust the orientation of rays from the Base generator properties before fine-tuning them in the Projector properties.

When editing Base generator properties, you may want to favor absolute sizing over relative sizing if your projected details are much smaller than the target.

Projecting Branches

Projecting one Branch generator onto another (to add twigs to a branch, for example) requires property adjustments on the Base and Branch generators to ensure ideal alignment.

In the Base generator, set the following values in the Orientation group:

  • Point
    • Axis: Y
    • Towards: Normal
  • Align
    • Axis: -X
    • With: Tangent

When projecting a Branch generator onto other target generators, make sure the branches weld to the target by enabling Skin:Welding:Force ray casts in the Branch generator.