SpeedTree
    Show / Hide Table of Contents

    Masks Bar

    The Masks Bar is where you create mask assets that are used on children of zones to control growth, for things such as world building.

    The Masks Bar window.

    Managing mask assets

    Adding, removing, changing the name, reordering, and applying mask assets to the tree is done the same way for all of the assets. This process is described in Common Asset Settings.

    Masks can also be assigned in the "Generation" group of every generator. Masks can be stacked on top of each other, allowing for both simple and complex rule sets governing the placement of nodes off of a generator's parent.

    Common settings

    These settings at the top of the bar are common to all types of mask assets:

    Behavior

    The action this mask causes.

    Property Description
    Inclusive This mask will determine where growth is allowed.
    Exclusive This mask will determine where growth is not allowed.
    Fuzziness

    Fuzziness relaxes the results of this mask when it is applied.

    Type

    The type of mask can be set to Image, Terrain, or TexCoord. See further explanation below.

    Image masks

    Image masks are grayscale images (or a single channel from a color image), often used to mask growth off zones. While the mask itself is applied to the children of the zone, the mask is mapped according to the texture coordinates of the parent zone.

    Filename

    The image file on disk used as the mask.

    Channel

    The channel source of the image mask. This can be set to grayscale, red, green, blue, or alpha.

    Terrain masks

    Set a range for min/max elevation and slope. This type of mask could be used to push conifers up higher on a mountain or keep wide trees off steeper slopes.

    Slope

    The angle range allowing growth. A 0.0 slope is a completely flat area. A 1.0 slope is vertical.

    Relative Elevation

    The percentage range of the height of the parent zone where growth is allowed. 1.0 equals the top of the parent zone while 0.0 equals the bottom of the parent zone.

    Absolute Elevation

    An absolute elevation range in scene units.

    Note

    if your parent zone is not tall enough to fall in this range, no nodes will survive the mask.

    TexCoord masks

    Generation can be limited to a subset of texture coordinates on the parent node. For instance, if your source object has texture coordinates greater than 1.0, you could allow growth only from areas of the mesh with texture coordinates in this range.

    U and V

    The minimum and maximum texture coordinate range of the parent zone allowing growth.

    Copyright © 2023 Unity Technologies
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX.