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.