Vine generator properties
The Vine generator is a version of the Branch generator with additional properties that apply gravity to the vines.
The following properties are unique to the Vine generator. For the rest of the Vine properties, refer to the Branch generator.
Spine
Property | Description | |
---|---|---|
Style | Set the behavior of the spine. | |
Default | Use the default spine behavior from the Branch generator. | |
Match parent | Make the spine match the parent branch, and only allow one generated node per parent. Use this style and the Droop properties to create low-poly vines for games. |
Match parent
These options are available only when Spine:Style is set to Match parent.
Property | Description |
---|---|
Start | Set where the vines start on the parent. A start position of 0 is at the base of the parent. |
End | Set where the vines end on the parent. An end position of 1 is at the tip of the parent. |
Droop
Property | Description | |
---|---|---|
Style | Turn the Droop properties on or off. | |
On | Droop properties affect the vines. | |
Off | Droop properties don’t affect the vines. | |
Amount | Set how much gravity acts on the vines. Higher values result in more dramatic droops. | |
Friction | Set how much the vines stick when they collide with something on the model. At a value of 0, vines slip off anything they collide with. | |
Stiffness | Set how much the vines resist bending. Higher values straighten out vines, stopping them from becoming balled-up. | |
Iterations | Set how many timesteps it takes to run the physics simulation. Keep this value as low as possible once you achieve the desired effect. | |
Resolve steps | Set how many times SpeedTree runs a fix after movement and collision occur. This property works with the Iteration value to resolve issues with the physics simulation. Keep this value as low as possible once you achieve the desired effect. | |
Self-collide | Let vines intersect themselves. This property is useful if you want a vine to pile up on itself, but it negatively impacts compute times. For all other collisions, use a geometry force. |
Pin
Pins are fixed points on the vines that don't move in the simulation.
Property | Description |
---|---|
Start | Add a pin at the start of the vines. |
End | Add a pin at the end of the vines. |
Hand-drawn | Add pins at hand-drawn control points. This property doesn’t override the Start or End properties. |
Additional | Randomly place this number of pins along the original spine. |