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    Knot generator properties

    The Knot generator icon.

    The Knot generator is used to add surface details to branches. These details include knots, lumps, gashes, and other small details depending on the property settings. Knot geometry is divided into three sections:

    Section Description
    Outer This section is the outermost portion of the knot, is always welded to the branch, and always shares the branch material.
    Inner This section represents a thin portion of geometry that creates a bridge between the outside and the bare, inner material.
    Core This is the center of the knot, usually represented by a cut branch material.

    Generation

    Refer to Generation properties.

    Random Seeds

    Refer to Random seeds properties.

    Outer

    The properties in this group govern the shape of the outer geometry. This geometry is always welded to the parent, matches the UV coordinates of the parent exactly, and inherits the parent's branch material.

    Size

    Controls the overall size of the knot.

    Offset

    Controls how far the knot extrudes from the parent it is applied to.

    Rotation

    Uniform roll of the entire knot ("Inner" and "Core" will rotate with it).

    Scale

    Scales the width of the knot. Use "Scale" and "Rotation" together to get non-circular knots oriented on the model as you see fit.

    Lip

    The edge where the outer geometry meets the inner geometry can be raised using this value. Use this to create a lip between the outer and inner geometry.

    Noise

    The properties in this group distort the geometry based on a noise pattern.

    Shape

    Amount

    Use this property to deform the shape of the knot boundary.

    Scale

    This value sets the tightness of the noise pattern. Higher values result in more deformed knot geometry.

    Offset

    Amount

    Use this property to deform the offset of the knot.

    Scale

    This value sets the tightness of the noise pattern. Higher values result in more deformed knot geometry.

    Seed

    Vary this parameter to randomize the noise pattern.

    Inner

    The properties in this group govern the shape of the piece of geometry that connects the outer section to the core section.

    Size %

    This property sets the size of both the "Inner" and "Core" sections as a percentage of the total knot size.

    Scale

    This value scales the width of the "Inner" and "Core" sections.

    Curvature

    This property controls the roundness of the geometry in this region. Higher values cause this geometry section to "puff out" more.

    Overlap

    This value controls how much the "Inner" section overlaps the "Core" section. Use this value along with "Curvature" to create a rounded appearance that sits above the "Core" geometry.

    UV

    The properties in this group govern the UV coordinate generation.

    Style

    Chooses how UVs are generated from the following options:

    Property Description
    Match trunk UVs match the parent UVs exactly.
    Ring UVs are generated so that materials map around the geometry like a torus.
    Scale

    This property scales the UV coordinates uniformly. The coordinates will be clamped to ensure tiling matches.

    U offset

    This property shifts the U coordinates.

    V offset

    This property shifts the V coordinates.

    Noise

    The properties in this group distort the geometry based on a noise pattern.

    Shape

    Amount

    Use this property to deform the shape of the geometry.

    Scale

    This value sets the tightness of the noise pattern. Higher values result in more deformed knot geometry.

    Core

    The properties in this group govern the behavior of the innermost section of the geometry.

    Size %

    This property controls the size of the core section. This value is set as a percentage of the "Inner" size.

    Offset

    This property moves the "Core" section towards or away from the parent.

    UV

    The properties in this group govern the UV coordinate generation.

    Style

    Chooses how UVs are generated from the following options:

    Property Description
    Match trunk UVs match the parent UVs exactly.
    Ring UVs are generated such that materials are planar mapped onto the geometry.
    Scale

    This property scales the UV coordinates uniformly. The coordinates will be clamped to ensure tiling matches.

    U offset

    This property shifts the U coordinates. This property has no effect if the "Ring" style is selected.

    V offset

    This property shifts the V coordinates. This property has no effect if the "Ring" style is selected.

    Noise

    The properties in this group distort the geometry based on a noise pattern.

    Shape

    Amount

    Use this property to deform the shape of the "Core" boundary.

    Scale

    This value sets the tightness of the noise pattern. Higher values result in more deformed knot geometry.

    Offset

    Amount

    Use this property to deform the offset of the "Core" geometry.

    Scale

    This value sets the tightness of the noise pattern. Higher values result in more deformed geometry.

    Material

    The properties in this group control the material assignments. The actual material used is a function of the material weights and season settings.

    Note

    The "Outer" section automatically inherits the parent branch material.

    Inner

    The material on the "Inner" portion of the geometry is chosen from the materials in this group.

    Material

    Specifies a named material or material set.

    Weight

    Sets the probability that a node will receive this material (this weight ÷ the 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 knots but can be used on a Branch generator.

    Core

    The material on the "Core" portion of the geometry is chosen from the materials in this group.

    Material

    Specifies a named material or material set.

    Weight

    Sets the probability that a node will receive this material (this weight ÷ the 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 knots but can be used on a Branch generator.

    Segments

    The properties in this group control the polygonal resolution of the knot.

    Rings

    Rings are the connected loops of geometry that comprise each of the three sections. Use the properties in this section to control how many rings each type gets.

    Outer

    Controls the number of segment rings on the "Outer" geometry.

    Inner

    Controls the number of segment rings on the "Inner" geometry.

    Core

    Controls the number of segment rings on the "Core" geometry.

    Slices

    Slices represent the number of segments "around" the knot and are shared by all three sections.

    Resolution

    Scales the number of slices and rings for each Resolution.

    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.

    Weight

    This value 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. Knots are considered "decorations" in the LOD system.

    Ring segments

    Scales back the number of ring segments for each successive LOD.

    Slice segments

    Scales back the number of slices 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:

    Outer weight

    This value influences how much space in the lightmap the "Outer" knot geometry can have.

    Inner weight

    This value influences how much space in the lightmap the "Inner" knot geometry can have.

    Core weight

    This value influences how much space in the lightmap the "Core" knot geometry can have.

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