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Mesh detail generator properties

The Mesh detail generator creates surface details from a material and a 3D mesh and blends those details into the parent.

Generation

Random Seeds

Mesh

Change the size and level of detail (LOD) settings for the mesh.

Use actual size

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

Scale

Increase or decrease the size of the mesh.

Absolute

Increase or decrease the size of the mesh by a fixed amount. This amount does not adjust relative to the size of the parent.

+ % of parent

Increase or decrease the size of the mesh relative to the size of the 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.

Mesh LOD offset

When set to a value other than 0, 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. To use this property, meshes must be assigned in at least two of the three mesh asset LOD slots.

Resolution

See Resolution.

Placement

Adjust the placement of nodes.

Rotation

Rotate the node on the local x-, y-, or z-axis.

Attach

Set how the node attaches to the parent.

Style

Choose the attachment style.

PropertyDescription
None Attach at the origin but don’t sink the edges into the parent.
Sink edges until hidden, discard failures Sink the edges into the parent. If the edges don’t sink properly, discard the entire node.
Sink edges until hidden, keep failures Sink the edges into the parent. Keep all nodes, even if they don’t sink properly.
Wrap Wrap the x-axis of the mesh around the parent. Y-coordinates set to zero sit on the parent, positive y-coordinates sit outside the parent, and negative y-coordinates sit inside the parent.

Edge source

Determine if the Modeler detects the edges automatically or looks for vertex colors as the edge source.

Note: If you plan to export the model as an .obj file, use the Compute option. The .obj file format doesn't support vertex colors.

PropertyDescription
Compute Detects the edges automatically. Fine tune the compute results with the Offset property.
Vertex color - red Detects red vertex colors.
Vertex color - green Detects green vertex colors.
Vertex color - blue Detects blue vertex colors.

Offset

Set how far off the parent the node sits. To avoid depth conflicts (or z-fighting), set the value above 0.

Blend

Adjust the following properties to blend the edges of the mesh into the parent.

Normals

Align the normals with the parent mesh. Misaligned vertex and parent normals create discontinuity in the lighting.

The right side of the profile curve corresponds to the edges of the mesh. The left side corresponds to the middle.

Flatten

Flatten extruding parts of the mesh. This property doesn’t work if Attach:Style is set to None.

Vertex

Use vertex blending to make the edges of the mesh partially transparent.

Style

Choose the vertex blending style.

PropertyDescription
None No vertex blending.
Vertex alpha Make the edges transparent.
Vertex alpha, interior strips Make the edges transparent and create an opaque copy of the edges so they can be used in Strip shift.

Distance

Increase or decrease how far the transparent area extends out from the parent.

Strip shift

Change the size of the opaque edge copy. This property only works if Vertex:Style is set to Vertex alpha, interior strips.

Offset

Adjust the position of the opaque edge copy. This property only works if Vertex:Style is set to Vertex alpha, interior strips.

Material

Select a material and mesh combination. Meshes must be assigned to the material on the Material Bar. Materials are chosen based on their weights and season settings.

Material

Choose a material from the Material Bar. If None is selected, or the chosen material has no assigned mesh, there will be no geometry generated.

Mesh

Choose which assigned mesh is used. Select a specific mesh or let the system select one for you.

PropertyDescription
Any Any assigned mesh.
Primary The first mesh listed on the asset.
Not the primary Any mesh but the first one listed.

Weight

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

Dynamic LOD

The properties in this group control how the mesh reacts to LOD computations. These properties are only available in the Cinema version of the Modeler.

Weight

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.

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.