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Mesh generator

The Mesh Generator is used to make mesh assets part of the model. It is often used to import photogrammetry models as either a trunk to build off of or a branch structure to use in procedural generation.

Generation

Mesh

The properties in this group control which material/mesh asset combinations are used by the generator and at what size they appear.

Material

Selects a material/mesh combination for the mesh. Meshes must be assigned to the material on the Material Bar to be used on the Mesh Generator. Materials are chosen based on their weights and season settings.

Material

This property specifies a named material from the Material Bar. If “None” is selected or the chosen material has no assigned mesh, there will be no geometry generated.

Mesh

Selects which assigned mesh is used.

Weight

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

Render Material

Selects a material/mesh combination for the mesh to use during rendering and exporting. If no render material is selected, the mesh will use the regular material assignment. Meshes must be assigned to the material on the Material Bar to be used on the Mesh Generator. Materials are chosen based on their weights and season settings.

The normal course of action for using a render material is as follows:

  1. Assign a material mesh combo as the basis for the mesh
  2. Add as many bake stitches as necessary to extend/replace parts of the mesh
  3. Use “Tools:Export baked maps” or “Tools:Create baked material” to create a new material that has the stitch data baked in
  4. Assign the new material as the render material for use in the Tree Window and in exports
Material

This property specifies a named material from the Material Bar. If “None” is selected or the chosen material has no assigned mesh, there will be no geometry generated.

Mesh

Selects which assigned mesh is used.

Weight

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

Use actual size

When enabled, the mesh will be the same size as it was in its original file. Otherwise, the size of the mesh will be unitized (i.e., fit in a unit box).

Scale

Scales the size of the mesh.

+ % of parent

This value is multiplied by the size of the parent node and added to the size of the mesh. Use this value when combining meshes procedurally to ensure that meshes further down the hierarchy gradually decrease in size.

Adjust size for group

When enabled, all meshes assigned to a given material are given proportional sizes. Use this option to ensure multiple meshes assigned to the same material are sized appropriately relative to each other.

Group size scale

Edit this curve to adjust the scale value used when “Adjust size for group” is enabled. A “Linear growth” curve is the default and represents accurate size corrections. Adjust this curve upward to scale some objects more. Adjust it downwards to scale them less.

Orientation

Use these properties to rotate the mesh after it has been oriented relative to its parent.

Rotate

Rotations happen in the order they are listed here. If a mesh is added directly to the “Tree” generator, you can switch into node editing mode and use the transform gizmo to move/orient the mesh.

Note: In generator mode, click on the mesh and press “W” or “E” to enter translate or rotate mode, respectively.
X

Rotate around the X axis (1.0 equals a complete rotation).

Y

Rotate around the Y axis (1.0 equals a complete rotation).

Z

Rotate around the Z axis (1.0 equals a complete rotation).

Deformation

If a Mesh Generator is added as a child of a Branch Generator, the Branch Generator will deform the mesh. Use the properties in this group to control how far along the branch the mesh is placed.

Note: Meshes must point along the Y-axis in order to be deformed.
Lock to parent

When enabled, meshes will make themselves exactly as long as the branch they are placed on. When disabled, the size properties in the mesh group control the size of the mesh.

Start

Use these properties to specify the anchor point along the parent spine.

Absolute

The mesh will be anchored this fixed distance along its parent's spine.

+ % of parent

This percentage of its parent's size is added to the distance along the spine where the mesh begins.

Radial scale

This property scales the X and Z coordinates of the mesh to narrow its apparent radius. This operation will deform the mesh but can help make a mesh match the intended look.

Weld

The properties in this group only apply to meshes that are deformed by a spine that is attached to a Mesh or Branch. Welded meshes are modified to blend smoothly into their parent mesh. Enable hints to see a visual indicator of some of the weld data while you work.

Enabled

When checked, the mesh will attempt to weld to the first ancestor where welding is possible (usually another Mesh or a Branch).

Keep

When checked, failed welds will not result in the mesh being removed (or modified at all).

Start

Use this property to control how far along the mesh the start point of the weld is located.

Distance

This property sets the distance of the weld region. Lower values result in more deformation in the weld region. It is not necessary for this distance to reach all the way to the parent.

Clearance

Use this property to set a radial distance sufficient to cover the radius of the weld region. Only sections of the model that fall between the start location and the distance of the region that are also within the clearance radius will be eligible for welding.

Geometry

The properties in this group control the geometrical detail and makeup of the weld region.

Segments

Sets the number of slices in the weld region. Each slice adds shape detail at the expense of more polygons.

Spread

Controls how much the geometry spreads out as it attaches to the parent.

Dynamic LOD

The properties in this group control how the Mesh reacts to Level-Of-Detail computations.

Treat as

Select the type of geometry that the Mesh will be grouped with for LOD computations from the following options:

MeshThe Mesh will be present in all LODs but it can reduce in polygon count based on the assigned LOD meshes and the “Mesh index” LOD property.
BrancesThe Mesh will be grouped with branches and may be dropped at any LOD.
LeavesThe Mesh will be grouped with leaves and may be dropped at any LOD.
FrondsThe Mesh will be grouped with fronds and may be dropped at any LOD.
DecoratorsThe Mesh will be grouped with decorators and may be dropped at any LOD.
Weight

Use this value to increase or decrease the likelihood that meshes in this generator will survive the LOD process (vs. whatever it's grouped with in other generators). Use the parent curve to target specific areas of the model.

Note: Weight has no effect when “Treat as” is set to “Mesh” as all meshes will survive the LOD process.
Mesh index

This curve 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.

Lightmap

The property in this group affects the influence meshes in this generator have on the lightmap.

Note: Not all versions of the Modeler support lightmap UV computation.
Weight

Use this property to increase or decrease the importance of this generator's meshes 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.