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    Cap generator properties

    Generation

    Unlike most generators, caps utilize only the Shared:Extend parent property in the standard generation properties group. Caps are placed only at the end or beginning of a branch.

    Random Seeds

    Refer to Random seeds properties.

    Cap

    The properties in this group set the general shape and material of the cap.

    Angle

    Use this value to rotate the cap features.

    Scale

    Scales the UV coordinates on the inner section. Use this value to spread out the cap material across the surface.

    Offset

    Pushes the cap above or below the edge of the parent branch.

    Slope

    Use this property to make the cap geometry slant to one side or the other.

    Spread

    This value spreads the top end of the cap out beyond the borders of the parent branch. This property has an effect only when there is a lip and it has a height.

    Lip

    The properties in this group create a boundary between the outer and inner sections, effectively shrinking the inner area.

    Thickness

    This property sets the thickness of the lip.

    Height

    The property sets the height of the lip above its default location. The left-hand side of the profile curve corresponds to where the outer region connects to the parent branch. The right-hand side corresponds to where the outer region attaches to the inner section.

    Note

    Both the left and right-hand side of the profile curve must be at 0.0 or the geometry will be disconnected.

    Material

    The properties in this group specify the material used for the inner portion of the geometry.

    Material

    This property specifies a named material from the Material Bar.

    Weight

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

    Patch options

    Choose how to apply the material. See UV tiling.

    Property Description
    UV Area Choose to apply the full UV map or a UV area.
    Whole map Apply the full UV map.
    Any Apply any UV area. This option is visible only if the material has multiple UV areas.
    Custom area name Apply a specific UV area. Set and name the area with the UV Area Editor.
    Placement This property has no influence on caps but can be used on a Branch generator.

    Segments

    The properties in this group control the polygonal resolution of the cap geometry.

    Rings

    Sets the number of rings used to create the inner section.

    Rings resolution

    Scales the number of rings based on the selected model resolution.

    Lip

    Sets the number of rings comprising the lip, or outer, section.

    Lip resolution

    Scales the number of lip segments based on the selected model resolution.

    Displacement

    The properties in this group control the noise-based displacement of the cap vertices.

    Source

    Selects either a noise pattern or a named displacement asset as the source of the displacement.

    Amount

    Controls the largest possible amount of displacement. Set this value to 0.0 to create a flat, smooth cap.

    U offset

    Shifts the displacement in the direction of the U coordinates.

    V offset

    Shifts the displacement in the direction of the V coordinates.

    UV tile

    Scales the UV coordinates used to look up the displacement.

    Angle

    Rotates the displacement pattern around the parent's growth direction.

    Dynamic LOD

    The Dynamic LOD System automatically creates multiple levels of detail for a model. The purpose is to allow the model to degrade in detail in real-time applications. This should not be confused with Resolution, which is designed to set the polygonal resolution of a model exported for VFX use. LOD details are controlled via the following properties:

    Weight

    Influences how likely nodes in this generator will be kept during LOD computations. The generator with the higher value will have priority over the other generators of the same type.

    Note

    Caps are considered to be decorators in the LOD system.

    Ring segments

    Scales back the number of inner rings for each successive LOD.

    Lip segments

    Scales back the amount of lip (or outer) rings for each successive LOD.

    Lightmap

    Lightmap UVs are computed for several versions of the Modeler designed for use with game engines. Lightmap UVs are a UV set where no objects overlap and all of them fit in a single space where U and V fit in the range [0.0, 1.0].

    Every object's lightmap weight is compared to every other object and then the lightmap packing is determined. This means 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.

    The following values control lightmap space allotments:

    Branch weight

    This value influences how much space in the lightmap the lip, or outer, geometry can have.

    Cap weight

    This value influences how much space in the lightmap the inner geometry can have.

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