Batched leaf generator properties
Generation
The properties in this group control how many leaves are generated and where they are placed. Refer to Generation properties.
Forces
The properties in this group control how forces affect the nodes created by this generator. Forces affect only the orientation, not the position, of leaf meshes.
Forces
Property | Description |
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Allow | When enabled, all forces that are checked will act on the generator. |
(Force names) | Each force in the scene has an entry here. Check the box next to the name to enable the force for this generator. The value set here is multiplied by the strength of the force before being applied to the branch. The profile curve controls have no effect on leaves. |
Note
Select the force name to edit the force's properties.
Align
Each force has an Align strength in addition to its main strength. This strength causes the original orientation to be affected by the force.
Property | Description |
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Style | Choose the style of the alignment operations from the following options.
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Amount | The alignment strength of each enabled force is multiplied by this amount before being applied. |
Match branch parent | Match the force alignment with that of the parent node. |
Geometry
The properties in this group control the behavior of leaves when they collide with a geometry force.
Property | Description |
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Kill action | Choose when to remove leaves that collide with a geometry force.
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Tolerance | Set how tolerant of collisions the algorithm should be. Larger values mean more of the leaves will intersect. |
Random Seeds
Refer to Random seeds properties.
Leaves
The properties in this group control the type, size, and initial placement of the leaf nodes.
Property | Description |
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Size | This property sets the size of the leaf nodes. By default, mesh assets are treated as unit meshes and then scaled by this amount when placed on the model. |
Use actual size | When enabled, the size parameter is ignored and the mesh is used at exactly the size at which it was modeled. |
Weld | When enabled, leaves will be placed directly on the skin of their parent (as opposed to being anchored on their spine). |
Keep failed welds | When enabled, leaves that failed to weld are still computed. Use this to help find and correct failed welds in critical regions (failed welds in fine detail areas are often okay). |
Cross | When enabled, leaves are rotated so that they are perpendicular to the original leaf placement. This is a shortcut for creating crossed, intersecting meshes that have the same position. |
Fix winding | When enabled, the face winding of the polygons in the final mesh is adjusted to match the direction of the surface normals. This correction is applied after vertex deformation and lighting adjustments. |
Flip | When enabled, randomly selected leaf nodes are flipped over the y-axis. |
Initial orientation | Orient all nodes in this generator based on the below options. This property is only available if Flip is disabled.
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Type
The properties in this group specify the materials and meshes for the leaf. Meshes must be assigned to the material on the Material Bar to be used on the leaf. Materials are chosen based on their weights and season settings.
Property | Description |
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Material | This property specifies a named material from the Material Bar. If None is selected or the chosen material has no assigned mesh, a simple square will be used as placeholder geometry. |
Mesh | Use this property to choose a particular mesh from the material asset or allow it to pick randomly (Any), the first mesh on the asset (Primary), or any mesh but the first (Not primary). |
Weight | Sets probability that a node will receive this material (this weight ÷ sum of all weights). |
Resolution
The properties in this group influence the resolution of the mesh.
Property | Description |
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Size increase % | This curve controls the increase in the size of the leaf nodes as the resolution changes. It is often desirable to increase the size of the leaves at lower resolutions to make up for a lower number of leaves. |
Mesh LOD | This curve sets which mesh version (High, Medium or Low) is used based on the active resolution. It is often desirable to use lower quality meshes at lower resolutions. |
Note
Mesh LOD requires meshes assigned in at least two of the three mesh asset LOD slots.
Local Orientation
The properties in this group are the first stage of orienting the leaf. The orientation actions are performed in the order in which the properties are listed.
Property | Description |
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3D anchor style | Set how 3D anchors align with the orientation of the parent node.
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Unification | Uses the anchor to orient itself "out" before the rest of the orientation adjustments are performed. The "Out" direction is considered to be the vector from the anchor point through the node's attachment point. Anchor point placement options are as follows:
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Sky influence | Controls how much the leaves point toward the sky. Higher numbers result in the z-axis of each mesh pointing straight up. |
Fold | Rotates leaves up or down around the parent's growth direction. |
Align | Rotates the tip of the leaves toward or away from the parent's growth direction. Use this property to point leaves in the direction the parent is growing. |
Face | Spins the leaves around their stem so that their up vector points in the direction of the parent's growth. Use this property to make the leaves face out relative to their parent. |
Note
Interval and Phyllotaxy generation modes work best with these properties. These modes give each leaf an idea of which side they're on. Doing so makes a positive value for Align, Face, and Fold all work the same, regardless where the leaf was generated.
Sensitivity
The properties in this group control the second stage of leaf orientation.
Parent
Parent sensitivity refers to orienting the leaf based on where it is positioned relative to its ancestors.
Property | Description |
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Amount | Sets the amount that the bottom of the leaf is turned to face the point set by Anchor. |
Anchor | This property picks a spot on one of the leaf's ancestors according to the following options:
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Sky | Rotates the mesh around its central axis to get its z-axis as close to up as it can. Think of it as the leaves rotating around their stem to face the light. |
Final Adjustments
These edits are applied to the leaf meshes as a group after Local Orientation and Sensitivity compute.
Property | Description |
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Up | Rotates each mesh around its local x-axis. |
Right | Rotates each mesh around its local y-axis. |
Out | Rotates each mesh around its local z-axis. |
Deformation
The properties in this group alter the shape of the leaf mesh. These properties work best when there are enough vertices in the mesh to reveal the changes.
Note
Using these properties on low-resolution meshes can produce undesirable results. You should always have at least one vertex near the center of the mesh for the best results.
Property | Description |
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Height | Displace the leaf geometry based on the height map of the assigned material. |
Fold | Folds both sides of the leaf lengthwise along the y-axis of the mesh. A negative value bends down, while a positive value bends up. |
Curl | Curls the leaf around the mesh's x-axis. |
Twist | Twists the leaf around the mesh's y-axis. The farther away a vertex is from the x-axis, the more it is rotated. |
Vertex
The properties in this group perform a noise-based deformation of each vertex in the mesh.
Property | Description |
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Amount | This property controls the amount of noise applied to each vertex. |
Noise | This value controls the tightness of the noise pattern. Higher values result in more localized deformations. |
Scale
The properties in this group scale the mesh. The scale is performed in each leaf's local orientation.
Property | Description |
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X | Scales the mesh by this amount in the x-axis. |
Y | Scales the mesh by this amount in the y-axis. |
Z | Scales the mesh by this amount in the z-axis. |
Lighting
The properties in this group modify the vertex normals to change the lighting behavior of the mesh.
Note
These properties are not typically necessary for high-detail VFX models but they can significantly improve the lighting on meshes that represent clusters of leaves in real-time models.
Property | Description |
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Style | Choose an approach to edit the vertex normals for this generator. The Lighting group properties differ for each option.
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Lighting (local)
Parent Puffiness
Note
Select a leaf with hints on to see the Parent puffiness vectors.
Property | Description |
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Amount | Value scale that controls how much the normals on each individual leaf should face "out" depending on the assigned anchor point. A value of 1.0 makes each normal line up with the vector that goes from the anchor through the vertex. |
Anchor | This property picks a spot on one of the leaf's ancestors according to the following options:
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Anchor Shift
Adjust where the anchor sits on the ancestor.
Property | Description |
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Position | Adjust the height of the anchor point on the ancestor. Note that the Amount value must be more than 0 for this property to work. |
Amount | Set the range in which the anchor point moves when the Position value changes. |
Puffiness | After all normal adjustments have been performed, this value “sphere-izes” the normals around the center of the mesh, giving the geometry a more puffy appearance. |
Wind
The properties in this group influence how leaves are animated in wind simulations. There are separate settings for VFX, Games, Legacy UE4/Unity, and Lumberyard.
Property | Description |
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Weight | Use this property to scale how much the leaf moves during wind simulations. The amount and frequency of motion are set on the Fan object. The left-hand side of the profile curve corresponds to the pivot point. The right-hand side corresponds to the vertex farthest away. Note: The left-hand side of the profile curve must be zero to avoid disconnecting from the parent. |
Cross | Increase the wind weight on vertices based on their distance from the mesh’s centerline on the x-axis. Use this property to show heavier wind impacts on the edges of leaves compared to the center. The right side of the curve corresponds to the edges of a mesh. |
Group | In many wind styles, multiple wind groups are available. Use this property to specify which group the leaves belong to. The most common use of this feature is to have separate animation parameters for leaves and fruit. |
Season
The properties in this group control how batched leaves transition in the seasons system, which affects their presence, shape and material changes. Batched leaf transitions are determined by looking up season curves based on the position of the season slider.
Property | Description |
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Start offset | Determines when the batched leaf starts to transition: 0.0 makes the transition start immediately, higher values delay the start, and negative values make it start sooner. |
Time scale | Controls how long it takes for a batched leaf to complete its transition. Higher values accelerate the transition. The default value of 1.0 means one year. |
Drop time | Controls how long the batched leaf remains attached. A batched leaf can drop no matter what material is assigned. |
Droop | Makes the batched leaves droop as they transition. |
Size | Makes the batched leaves change size as they transition. |
Curl | Makes the batched leaves curl as they transition. |
Fold | Makes the batched leaves fold as they transition. |
Tip
Use variance on these properties to slightly randomize the time and effects of the transition on neighboring batched leaves.
Fallen
When Show dropped leaves is enabled on the Season Slider, the properties in this group influence the behavior of leaves on the ground (or ground mesh).
Property | Description |
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Ground duration | The amount of time the leaves stay on the ground before disappearing. |
Spread | Controls how far from the point directly under the tree the leaf may travel before hitting the ground. |
Flatten | Determines the amount of deformation removal ("Season:Curl" and "Season:Fold") applied to the fallen leaves. |
Jumble | Randomizes the orientations of leaves on the ground. |
Slope limit | If you have a force mesh applied to the leaf generator, fallen leaves will adhere to it instead of the ground. In that circumstance, use this property to keep leaves from gathering on slopes. |
Post
The properties in this group influence how leaves in this generator participate in post-compute processing, such as leaf collision and shade pruning.
Property | Description |
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Take parent | When enabled, if a leaf in this generator is removed, its parent is also removed. Use this option to take away twigs supporting leaves that are removed. |
Collision
Define how the leaves in this generator participate in leaf collision.
Property | Description |
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Style | Set how the leaves behave during collision computations.
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Ignore parent | When enabled, leaves ignore their parent when checking collisions. This is useful when you're certain that the base of the leaf will frequently collide but the tips will not. |
Weight | When leaves collide, the one with the higher weight wins. Use this property to set the weight. |
Pivot threshold | Sets how far away from pivot (as a percentage of size) a collision has to happen in order to count. Use this property to eliminate unwanted removals of leaves anchored near each other. |
See also the shared Post properties which apply to this feature.
Shade Pruning
Define how the leaves in this generator behave when you enable Shade Pruning.
Property | Description |
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Style | Select the layer of the tree to start pruning from.
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Threshold | Set the relative shade level up to which the Modeler removes leaves during pruning. |
See also the shared Post properties which apply to this feature.
Vertex Color
The properties in this group control how vertex colors are computed.
Note
Vertex colors must be enabled on the Tree generator for these properties to work.
Red
The properties in this group control how the red component of the color is computed.
Property | Description |
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Style | This property controls how the red portion of the color is computed from the following options:
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Value | This property adds to, subtracts from, or directly sets this color component. |
Green
The properties in this group control how the green component of the color is computed.
Property | Description |
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Style | This property controls how the green portion of the color is computed from the following options:
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Value | This property adds to, subtracts from, or directly sets this color component. |
Blue
The properties in this group control how the blue component of the color is computed.
Property | Description |
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Style | This property controls how the blue portion of the color is computed from the following options:
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Value | This property adds to, subtracts from, or directly sets this color component. |
Mesh Asset
The properties in this group control how vertex colors stored in the mesh asset are combined with the computed vertex colors.
Property | Description |
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Style | This property controls how mesh asset vertex colors are used from the following options:
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Contribution | This value sets how much influence the mesh asset vertex color has on the final vertex color. |
Lightmap
The property in this group affects the influence leaves in this generator have on the lightmap.
Note
Not all versions of the Modeler support lightmap UV computation.
Property | Description |
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Weight | Increase or decrease the importance of this generator's leaves in the lightmap – in relation to the lightmap weight of all other objects – before lightmap packing is determined. Note: 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. |