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toolmeshesbar [2020/03/31 10:24] – external edit 127.0.0.1toolmeshesbar [2023/04/03 17:07] (current) steph.jorgensen
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 The Materials Bar is where you create a material asset that can be applied to different parts of the tree. Use it to set textures, colors/values, and other variables pertaining to the rendering. The Materials Bar is where you create a material asset that can be applied to different parts of the tree. Use it to set textures, colors/values, and other variables pertaining to the rendering.
    
-{{ ::mesh_asset_bar.png?200 |}}+{{mesh_asset_bar.png?200}}
  
  
-=====Managing Mesh Assets=====+=====Managing mesh assets=====
  
 Adding, removing, changing the name, reordering, and applying mesh assets to the tree is done the same way as all of the assets. This process is described in [[toolassetcommonsettings|Common Asset Settings]]. Adding, removing, changing the name, reordering, and applying mesh assets to the tree is done the same way as all of the assets. This process is described in [[toolassetcommonsettings|Common Asset Settings]].
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 In this section, you may import mesh files for use in this asset. The SpeedTree Modeler can import OBJ and FBX meshes.  In this section, you may import mesh files for use in this asset. The SpeedTree Modeler can import OBJ and FBX meshes. 
  
-You have the option of importing different meshes for "high," "med," and "low." Which mesh is used on the tree in a particular situation is controlled by your [[kcresolution|Resolution]] settings and [[kclod|LOD]] settings. For resolution, you also have the option of switching the mesh to a simple plane when in Draft quality.+You have the option of importing different meshes for "high," "med," and "low." Which mesh is used on the tree in a particular situation is controlled by your [[kcvfxresolution|Resolution]] settings and [[kcgameslod|LOD]] settings. For resolution, you also have the option of switching the mesh to a simple plane when in Draft quality.
  
-==Orientation==+==More== 
 +If, for some reason, you need more than 3 mesh LODs, you can attach another mesh asset with this property. Then the 3 LODs from that mesh asset get added to the LODs on this mesh asset when the mesh is used in the tree. Any empty mesh LODs are skipped when the two assets are merged, so you can have anywhere from 1-6 LODs from two assets (or more, if you attach another asset to the More property on the second mesh asset). 
 + 
 + 
 +=====Transform===== 
 + 
 +==Orient==
 Changes the orientation of the mesh. The most applicable settings are “Z-up Right-handed” and “Y-up Right handed.” Set this value to the coordinate system used to create the model. For instance, a model made in Maya should be set to “Y-up Right Handed.” Arbitrary rotation orders can be applied as well. Changes the orientation of the mesh. The most applicable settings are “Z-up Right-handed” and “Y-up Right handed.” Set this value to the coordinate system used to create the model. For instance, a model made in Maya should be set to “Y-up Right Handed.” Arbitrary rotation orders can be applied as well.
  
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 Inverts one or more axes of the mesh.  Inverts one or more axes of the mesh. 
  
-==Flip normals==+==Flip Normals==
 The vertex normals are flipped and the mesh faces will light in the reverse direction. The vertex normals are flipped and the mesh faces will light in the reverse direction.
  
-==Match winding==+==Match Winding==
 If necessary, this corrects triangles whose face normal is different from their vertex normals. If necessary, this corrects triangles whose face normal is different from their vertex normals.
- 
-=====Collection===== 
- 
-When a mesh asset has Collection enabled, it becomes a collection rather than a reference to a mesh file on disk. Parts of the tree can be set to contribute to this mesh collection, and then this mesh can subsequently be used as a Mesh force in the scene. This is a great way to, for example, grow vines around the branches of a tree. 
- 
-==Spines== 
-You can choose whether branches, fronds, or both are collected into this mesh. 
- 
-==Pivot== 
-This option sets the pivot point of the collection mesh. When set to “Origin,” the scene origin (0,0,0) is used as the collection's pivot. When set to “First,” the pivot of the first contributing node is used. This option is useful if the collection contributors are already growing off the tree somewhere.  
  
 =====Wind Direction===== =====Wind Direction=====
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 This value determines the ripple style used with this mesh asset. This value determines the ripple style used with this mesh asset.
  
-=====Proxy Collision===== +===== Scale ===== 
- +Every mesh has a scale value based on how much of the texture map it covers. The mesh size is multiplied by this value everywhere it’s used on model or in a scene.
-The settings in this group apply only to mesh assets that have been assigned to proxy generator during proxy collision detection. +
- +
-==Scale==+
  
-This scales the bounding box of each mesh asset for proxy collision purposes. This scalar can be used to bring in or out the neighboring trees. Mesh collision scale can be further edited on a generator level (e.g. collision volumes can be scaled again per proxy generator).+== Value == 
 +The number by which the mesh size is multiplied. This property shows the outcome of **Compute**.
  
-==Weight== +== Compute == 
-Proxies are sorted by weight before proxy collision occurs, favoring the higher weight when culling. Collision weight can be further edited on generator level (e.g. weight can be scaled again per proxy generator)+Calculate scale value based on how much of the texture map the mesh covers.
  
 =====Edit===== =====Edit=====
 Clicking the Edit button will show the [[toolcutout_editor|Cutout Editor]] dialog, where you can create or edit meshes that correspond to particular materials. Clicking the Edit button will show the [[toolcutout_editor|Cutout Editor]] dialog, where you can create or edit meshes that correspond to particular materials.