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    Force object reference

    The properties on force objects control how forces affect the model and the scene.

    Note

    Forces operate only on Generators or Nodes where the force is enabled in the Forces property group.

    Force

    The properties in this group set the basic functionality of force objects.

    Enabled

    Use this property to toggle the force's influence on model computation. Disabling a Mesh force will stop it from influencing the model but it will not take it out of the model if it is set to be included (see "Include in Model," below).

    Type

    Sets the type of force.

    Strength

    This value controls how much the force influences the model. This number is multiplied by the value of the force properties on each generator before being applied to the model.

    Align strength

    Controls how much the force acts on the initial orientation of the nodes it affects. Each generator has an alignment scalar that combines with Align strength to control the alignment behavior.

    Color

    Sets the color of the force indicator in the Tree Window.

    Indicator scale

    Sets the size of the icon used to represent the force in the Tree Window. This property has no effect on the size of actual mesh forces.

    Normals projection

    Set whether the force object can influence global lighting. This property is available only when Type is set to Geometry.

    Property Description
    Disabled The force object can’t influence global lighting.
    Enabled (used by global lighting) The force object can influence the global lighting of any leaf or frond generators it encapsulates. To adjust lighting relative to this force object, see the Projectors property in the global lighting properties.

    Geometry

    These properties control the behavior of geometry forces. Set the Type property above to Geometry to make a force act as a force mesh.

    Source

    Choose whether the geometry force is governed by a mesh asset or generator.

    Mesh Asset

    These properties are visible only if Source is set to Mesh asset.

    Mesh

    Specifies a named mesh asset.

    Include in model

    Enable this property to have the mesh exported as part of the model. With this property disabled, the mesh will be used to interact with the model but it will not be included in exports.

    Ambient occluder

    When the mesh is not being included in the model, check this property to allow the mesh to contribute to ambient occlusion computations.

    Display color

    Specifies what color is used to render the mesh when no material has been assigned.

    Material

    Assign a material to render the mesh asset.

    Level of detail

    Specifies which mesh LOD, if available, is used for the current LOD state.

    Note

    LOD meshes must be assigned to the mesh assets for this property to work.

    Lightmap scale

    Controls this mesh's influence on the lightmap in versions where lightmap UVs are computed.

    Behavior

    Specifies how the mesh surface should influence branch spines.

    Actions

    Specifies what happens when a branch spine collides with the mesh surface.

    Name

    The name of the action.

    Force

    Property Description
    Avoid Spines are repelled by the closest spot on the surface of the mesh.
    Attract Spines are pulled towards the closest spot on the surface of the mesh.
    None No action is applied to the spines.

    Collide

    Once all of the iterations have failed for a spine that has collided with the mesh, this property specifies what action to take.

    Property Description
    None No action is taken (spines will go through the mesh).
    Obstruct Spines are blocked by the surface of the mesh and “crawl” over it, attempting to grow in their original direction.
    Prune Spines are broken when they collide with the mesh.
    Stop Spines are considered fully grown where they hit the mesh. They will be shorter than intended but all of the profile curves will cover the full length of the spine.

    Attenuation

    Causes the force's influence to taper off as the spine gets farther away from the location of the force.

    Type

    Specifies the type of attenuation.

    Action Description
    None The force has an equal effect on the entire model regardless of its location in the scene.
    Linear The force falls off linearly over the distance specified below.
    Quadratic The force falls off according to the square of the distance from the source.
    Hard The force effect goes to zero outside the distance specified below.

    Distance

    This value sets distance around the force where attenuation is applied.

    Falloff distance

    Sets the distance from the edge of the attenuation towards the force location at which attenuation begins.

    Indicator

    Selects when the attenuation indicator is displayed from the following options:

    Action Description
    Selected Only display the indicator when the force is selected.
    Always Always show the indicator.
    Never Never display the attenuation indicator.

    Container forces

    The properties in this group allow you to specify mesh forces to be used to designate the area of effect for this force. Use these properties to designate regions where forces work based on mesh assets.

    Include

    Type the name of a Mesh force in this property. That mesh will be used to indicate the only region where this force is applied.

    Exclude

    Type the name of a Mesh force in this property. That mesh will be used to indicate the region where this force will not be applied.

    Animation

    Forces can be animated over time and exported as part of a sequence for VFX applications. Use the properties in this group to control the animation.

    Note

    Only the force's strength can be animated – its position cannot be animated.

    Start frame

    Specifies the frame at which the animation starts.

    Duration

    Sets how many frames the animation lasts.

    Profile

    Controls the animation, as follows: The left-hand side of the curve corresponds to the percentage of the force applied at the start frame. The right-hand side corresponds to the percentage of the force applied at the end of the animation duration.

    Growth

    When using animated growth, controls the strength of the force over the life cycle of the growth animation.

    Lifetime %

    Controls the strength of the force over the duration of the growth animation. The left-hand side of the curve corresponds to the percentage of the force applied at the start of the growth animation. The right-hand side corresponds to the percentage of the force applied at the end of the growth animation.

    Transform

    The properties in this group control the position and orientation of the force. They are set automatically when you use the transform gizmo to move and orient the force.

    Translation

    X, Y, Z

    Sets the position of the force object.

    Reset translation

    Positions the force at the origin.

    Rotation

    Axis X, Axis Y, Axis Z

    Specifies the vector around which the force is rotated.

    Angle

    Specifies how much the force is rotated around the axis.

    Reset rotation

    Resets the rotation back to the default settings.

    Scale

    X, Y, Z

    Sets the scale of the force object on each axis.

    Uniform

    When checked, the X, Y, and Z scales are set to the same value as to not distort the shape.

    Reset scaling

    Sets the scale values back to 1.0.

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