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meshdetail_generator [2022/12/15 13:06] – created steph.jorgensenmeshdetail_generator [2023/04/03 18:49] (current) steph.jorgensen
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 ====== Mesh detail generator properties ====== ====== Mesh detail generator properties ======
-{{::meshdetail-generator-icon.png?90|}}The Mesh detail generator creates surface details from a material and 3D mesh and blends those details into the parent.+{{::meshdetail-generator-icon.png?90|}}The Mesh detail generator creates surface details from a material and 3D mesh and blends those details into the parent.
  
 ===== Generation ===== ===== Generation =====
-See [[generation_properties|Generation Properties]].+Refer to [[generation_properties|Generation Properties]].
  
 ===== Random Seeds ===== ===== Random Seeds =====
-Properties with [[toolvariance_editor|variance]] applied have random values based on a seed value in this group. Vary the seeds in this group to randomize the properties associated with the seed type. +Refer to [[random-seeds-properties|Random seeds properties]].
- +
- +
-==== Randomize all ==== +
-Randomize the value for all seeds used to compute this generator+
  
 ===== Mesh ===== ===== Mesh =====
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 ==== Mesh LOD offset ==== ==== 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 [kcmeshes|mesh asset LOD] slots.+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 [[kcmeshes|mesh asset LOD]] slots.
  
 ==== Resolution ==== ==== Resolution ====
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 ===== Placement ===== ===== Placement =====
 Adjust the placement of nodes. Adjust the placement of nodes.
- 
- 
  
 ==== Rotation ==== ==== Rotation ====
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 === Style === === Style ===
 +Choose the attachment style.
  
 +^**Property**^**Description**^
 | **None** | Attach at the origin but don’t sink the edges into the parent. | | **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, 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. | | **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 === === Edge source ===
-Determine if the Modeler detects the edges automatically or looks for vertex colors as the 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. 
 +
 +^**Property**^**Description**^
 | **Compute** | Detects the edges automatically. Fine tune the compute results with the **Offset** property. | | **Compute** | Detects the edges automatically. Fine tune the compute results with the **Offset** property. |
 | **Vertex color - red** | Detects red vertex colors.  | | **Vertex color - red** | Detects red vertex colors.  |
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 ===== Blend ===== ===== Blend =====
 Adjust the following properties to blend the edges of the mesh into the parent. Adjust the following properties to blend the edges of the mesh into the parent.
- 
  
  
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 === Style === === Style ===
 +Choose the vertex blending style.
  
 +^**Property**^**Description**^
 | **None** | No vertex blending. | | **None** | No vertex blending. |
 | **Vertex alpha** | Make the edges transparent. | | **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*.* |+| **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 === === Distance ===
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 ===== Material ===== ===== Material =====
 Select a material and mesh combination. Meshes must be assigned to the material on the [[toolmaterialsassetsbar|Material Bar]]. Materials are chosen based on their weights and [[kcseasons|season]] settings. Select a material and mesh combination. 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 ====
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 | **Not the primary**  | Any mesh but the first one listed. | | **Not the primary**  | Any mesh but the first one listed. |
  
-== Weight == +==== Weight ==== 
-Sets probability that a node will receive this material (this weight รท sum of all weights).+Sets probability that a node will receive this material (this weight divided by the sum of all weights).
  
 ===== Dynamic LOD ===== ===== Dynamic LOD =====
-The properties in this group control how the mesh reacts to LOD computations. +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 ==+==== 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.  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 ==+==== 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.  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.