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    Frond generator properties

    The Frond generator icon.

    Generation

    Refer to Generation properties.

    Random Seeds

    Refer to Random seeds properties.

    Forces

    The properties in this group control the behavior of forces on this generator.

    Align

    In addition to influencing the frond’s shape, forces can also influence its original orientation. Each force has an Align strength in addition to its main strength. This strength causes the original orientation to be affected by the force.

    Note

    Only forces enabled on this generator will influence alignment.

    Property Description
    Amount The alignment strength of each enabled force is multiplied by this amount before being applied.

    Forces

    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 how much force is applied along the branch.

    Note

    Click on the force name to edit the force's properties.

    Material

    The properties in this group control the material assignments and mesh resolution.

    Frond

    Applies a material to the frond mesh in this generator. Use the button controls to add [+] or remove [-] materials per geometry type.

    Note

    Fronds will use the mesh assigned to the material if it exists. If the material does not have an assigned mesh, a simple ribbon will be generated.

    Property Description
    Material Specify a named material from the Materials Asset Bar, or use a material set from the Material Sets Bar. Materials are chosen based on their weights and season settings.
    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).
    Flip When enabled, randomly selected nodes are flipped over the y-axis.
    Two sided When enabled, the frond mesh geometry is duplicated for the reverse side. If you are looking to reverse the material and not the geometry, check the two-sided box in the Material Assets Bar instead.
    Note

    Keep in mind that on a two-sided mesh, the frond will have overlapping geometry if wind is enabled.

    Mesh

    Property Description
    Index When set to a value other than zero, the mesh currently assigned will go up or down in mesh resolution ("High," "Medium," or "Low" detail on the mesh asset). Use this property (especially in conjunction with its parent curve) to adjust mesh resolution throughout the model.

    Note: Index requires meshes assigned in at least two of the three mesh asset LOD slots.
    Resolution This curve sets which mesh version ("High," "Medium" or "Low" detail on the mesh asset) is used based on the active resolution.

    Shape

    The properties in this group control how the mesh is manipulated when computing the frond.

    Property Description
    Unification This property lets you maximize the number of outward facing frond meshes. Parent spine rotations can often cause the frond mesh to face inward. With unification enabled, the initial orientation of frond meshes will be adjusted so that they face out relative to the selected anchor position. Choose from the following anchor positions:
    • Global: The anchor point is located where the node's highest ancestor hits the ground.
    • Deep: The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.
    • Intermediate: The anchor point is somewhere in the middle of the node's ancestors.
    • Local: The anchor point is very near where the node is attached.
    • None: No anchor point is computed, and no unification is done.
    • Origin: The anchor point is at the origin of the model.

    Height

    Displace the frond geometry based on the height map of the assigned material.

    Property Description
    Amount Increase or decrease the amount of displacement.
    Offset Shift the displacement.
    Gravity Pulls the edges of both sides of the frond mesh toward the ground. A negative value will pull the edges of the frond up towards the sky.
    Fold Folds each side of the frond toward each other (much like folding a piece of paper).
    Curl Curls both of the outside mesh edges in towards the spine.
    Roll Rotates the mesh around the parent spine.

    Boundary

    The properties in this group control where the frond starts and stops on its parent.

    Property Description
    Start Controls where the frond begins on the spine (0.0 corresponds to the beginning; 1.0 corresponds to the end).
    End Controls where the frond ends on the spine (0.0 corresponds to the beginning; 1.0 corresponds to the end).

    Left-Right Variance

    The properties in this group control how much the left and right sides of the frond differ in their deformation.

    Property Description
    Amount Adding this variance amount causes the two sides of a mesh to react independently to the amount of Curl, Fold, and Gravity.
    Seed Vary this value to change how the variance is computed.

    Scale

    The properties in this group scale the width and height of the mesh. The length is always controlled by the parent spine.

    Property Description
    Width Scales the width of the mesh. This scale corresponds to the x-axis of the mesh asset.
    Height Scales the height of the mesh. This scale corresponds to the z-axis of the mesh asset.

    Section Variance

    Add variance to the shape of individual sections of the mesh. Create sections by painting the mesh in the Cutout Editor. For more information, refer to Manipulate mesh sections.

    Property Description
    Favor Outliers When applying a range of variance, prefer extreme over median values to create more drastic variation.

    Gravity

    Pull the edges of both sides of the section toward the ground. A negative value pulls the edges towards the sky.

    Property Description
    Amount Add variance to the gravity applied to the mesh section.
    Offset Shift the applied variance by a set amount.

    Fold

    Fold each side of the section toward each other (much like folding a piece of paper).

    Property Description
    Amount Add variance to the fold applied to the mesh section.
    Offset Shift the applied variance by a set amount.

    Curl

    Curl both of the outside section edges in towards the spine.

    Property Description
    Amount Add variance to the curl applied to the mesh section.
    Offset Shift the applied variance by a set amount.

    Roll

    Rotate the section around the parent spine.

    Property Description
    Amount Add variance to the roll applied to the mesh section.
    Offset Shift the applied variance by a set amount.

    Lighting

    The properties in this group modify the vertex normals to change the lighting behavior of the frond.

    Property Description
    Style Choose an approach to edit the vertex normals for this generator. The Lighting group properties differ for each option.
    • Global: Edit this generator as part of a larger group with global lighting properties.
    • Local: Edit this generator individually with local lighting properties.

    Lighting (local)

    Property Description
    Alignment This value causes the vertex normals to point in the direction of the parent spine's growth.
    Spread This value causes the vertex normals to point away from the parent spine.
    Smooth Use this property to compute smooth normals based on the average face normals at each vertex after the deformations have been computed. A value of 0.0 means no smoothing, a value of 1.0 means completely smoothed normals. The other lighting adjustments in this group are applied after smoothing.

    Parent Puffiness

    Property Description
    Anchor This property picks a spot on one of the leaf's ancestors according to the following options:
    • Global: The anchor point is located where the node's highest ancestor hits the ground.
    • Deep: The anchor point is the base of a node very near (and sometimes exactly on) the root of the node's ancestors.
    • Intermediate: The anchor point is somewhere in the middle of the node's ancestors.
    • Local: The anchor point is very near where the node is attached.
    • None: No anchor point is computed, and no parent puffiness is added.
    • Origin: The anchor point is at the origin of the model.
    • Surface X: The normals align with the x-axis of the parent where the node attaches.
    • Surface Y: The normals align with the y-axis of the parent where the node attaches.
    • Surface Z: The normals align with the z-axis of the parent where the node attaches.
    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.

    Adjustments

    Make final adjustments to the vertex normals.

    Property Description
    Up Rotate the vertex normals around the local x-axis.
    Right Rotate the vertex normals around the local y-axis.
    Out Rotate the vertex normals around the local z-axis.

    Segments

    The properties in this group control polygonal resolution when no mesh is assigned to the frond material.

    Property Description
    Accuracy Sets the number of segments in each rib of the frond infrastructure. Rib spines are computed for each side of the frond at each length segment of the parent spine. The final frond mesh is mapped to these ribs.
    Note

    Changing accuracy may drastically affect the shape of your spines. Set this value to the maximum desired fidelity early to avoid design losses. Higher values result in slower compute times.

    Width

    The properties in this group combine to set the number of width segments. Length segments are controlled by the parent spine.

    Property Description
    Absolute The minimum number of segments across the frond.
    + Relative Segments are added to the Absolute value based on the length of the parent to arrive at the total number of segments across the frond.
    Note

    You must have vertices running up the center of your frond to avoid deformation artifacts (e.g., the frond separating from the spine). For fronds that don't use a mesh, favor even numbers of segments where possible.

    Season

    The properties in this group control how fronds transition in the seasons system, which affects their presence, shape and material changes. Frond transitions are determined by looking up season curves based on the position of the season slider.

    Property Description
    Start offset Determines when the frond 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 frond to complete its transition. Higher values accelerate the transition. The default value of 1.0 means one year.
    Drop time Controls how long the frond remains attached. A frond can drop no matter what material is assigned.
    Gravity Makes the fronds droop as they transition, to give the impression of weight.
    Curl Makes the fronds curl as they transition.
    Fold Makes the fronds fold as they transition.
    Tip

    Use variance on these properties to slightly randomize the time and effects of the transition on neighboring fronds.

    Post

    The properties in this group influence how fronds in this generator participate in post-compute processing, such as leaf collision and shade pruning.

    Property Description
    Take descendants If a frond is eliminated during collision computations, checking this box will ensure that any of its children (and their children and so on) are also eliminated.

    Collision

    Define how the fronds in this generator participate in leaf collision.

    Property Description
    Style Set how the fronds behave during collision computations.
    • Everything: Fronds in this generator collide with each other and all other leaves.
    • Ignore siblings: Fronds in this generator ignore siblings but collide with everything else.
    • Knock out others only: Fronds in this generator can’t be removed, but they can eliminate leaves in other generators.
    • Nothing: These fronds don’t participate in collision computations.
    Weight When fronds 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 fronds anchored near each other.

    See also the shared Post properties which apply to this feature.

    Shade Pruning

    Define how the fronds in this generator behave when you enable Shade Pruning.

    Property Description
    Style Select the layer of the tree to start pruning from.
    • None: No fronds in this generator participate in shade pruning computations.
    • Interior: The pruning starts from the most shaded fronds at the interior of the tree.
    • Exterior: The pruning starts from the least shaded fronds at the exterior of the tree.
    Threshold Set the relative shade level up to which the Modeler removes fronds during pruning.

    Wind

    The properties in this group influence how fronds are animated in wind simulations. There are separate settings for VFX, Games, Legacy UE4/Unity, and Lumberyard.

    Property Description
    Weight Use this property to scale how much the nodes move 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 Influences the amount of motion as the frond grows from the parent spine to the edge.
    Boost Adds extra weight to the wind as an absolute value. The left side of the curve corresponds to the base of the frond and the right side corresponds to the tip.

    Ribs

    Fronds are constructed along “ribs” growing perpendicular to the parent branch. These properties control the motion of those ribs.

    Property Description
    Apply branch wind Adds wind to the ribs at one level higher than that of the parent branch. For more information about wind levels, see VFX wind.
    Weight Control how much wind is added to the ribs.

    Growth

    The properties in this group control how the model behaves during animated growth. In general, you create the model in the fully grown state and use these properties to control how it gets there.

    Property Description
    Speed scale The speed at which a frond will grow is set on the Timeline Bar. Use this property to scale that value. The profile curve scales the speed relative to the fronds' total growth time. For example, ease in and out of the growth animation by using an s-curve.

    Transitions

    Property Description
    Gravity Adds additional gravity to the frond at the start of the growth. The profile curve sets how much of the additional gravity is added during the growth cycle of the frond.
    Curl Adds additional curl to the frond at the start of the growth. The profile curve sets how much of the additional curl is added during the growth cycle of the frond.
    Fold Adds additional fold to the frond at the start of the growth. The profile curve sets how much of the additional fold is added during the growth cycle of the frond.
    Roll Adds additional roll to the frond at the start of the growth. The profile curve sets how much of the additional roll is added during the growth cycle of the frond.

    Dynamic LOD

    The properties in this group control the LOD behavior of the fronds.

    Property Description
    Weight Increases or decreases the likelihood that fronds in this generator will survive the LOD process (vs. fronds in other generators). Use the parent curve to target specific areas of the model.
    Mesh Controls which mesh LOD (if present) is used for each LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD.
    Note

    Mesh requires meshes assigned in at least two of the three mesh asset LOD slots.

    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
    Style This property controls how the red portion of the color is computed from the following options:
    • Set: Sets the color directly using the Value property (parent colors are ignored).
    • Offset from parent: The Value property is added to the vertex color inherited from the parent.
    Value This property adds to, subtracts from, or directly sets this color component.
    Cross Multiply the vertex color along the length of the rib. For example, use the Linear growth curve to make colors brighter at the tips.

    Green

    The properties in this group control how the green component of the color is computed.

    Property Description
    Style This property controls how the green portion of the color is computed from the following options:
    • Set: Sets the color directly using the Value property (parent colors are ignored).
    • Offset from parent: The Value property is added to the vertex color inherited from the parent.
    Value This property adds to, subtracts from, or directly sets this color component.
    Cross Multiply the vertex color along the length of the rib. For example, use the Linear growth curve to make colors brighter at the tips.

    Blue

    The properties in this group control how the blue component of the color is computed.

    Property Description
    Style This property controls how the blue portion of the color is computed from the following options:
    • Set: Sets the color directly using the Value property (parent colors are ignored).
    • Offset from parent: The Value property is added to the vertex color inherited from the parent.
    Value This property adds to, subtracts from, or directly sets this color component.
    Cross Multiply the vertex color along the length of the rib. For example, use the Linear growth curve to make colors brighter at the tips.

    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
    Style This property controls how mesh asset vertex colors are used from the following options:
    • Interpolate: The Contribution value is used to blend from the computed to color (0.0) to the color stored in the asset (1.0).
    • Add: The Contribution value is used to scale the mesh asset vertex color and the result is added to the computed vertex color.
    Contribution This value sets how much influence the mesh asset vertex color has on the final vertex color.

    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].

    Property Description
    Weight Influences how much space in the lightmap fronds made by this generator can have.

    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.
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