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    Zone generator properties

    Generation

    Refer to Generation properties.

    Forces

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

    Forces

    Allow

    When enabled, all forces that are checked will act on the generator.

    Align

    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.

    Style

    Choose the style of the alignment operations:

    Property Description
    None No alignment will take place.
    Individual Each node is aligned without regard for the behavior of any of its siblings.
    Group A single alignment is computed for all siblings.

    Amount

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

    Random Seeds

    Refer to Random seeds properties.

    Placement

    The properties in this group affect the position and shape of the zones.

    Fan out children

    Force all children to orient such that they can be rotated toward or away from the center of the zone.

    Radius

    Set the radius of disk zones.

    Note

    This property is ignored for zones that use meshes.

    Max distance

    Each zone can be moved away from its parent node. This property represents the maximum distance a zone may move.

    Min distance

    Each zone can be moved away from its parent node. This property represents the minimum distance a zone may move.

    Angle

    Rotate the zone around its anchor point before the Min and Max distance offset is applied.

    Exponent

    This value is applied to the computed placement distance. Greater values will pack zones near the parent and vice versa.

    Orientation

    Alignment

    Rotate nodes around their up vector so that they are oriented consistently.

    Hang

    Rotate nodes so that the up vector matches the world's up vector.

    Up rotation

    Rotate nodes around the local x-axis.

    Out rotation

    Rotate nodes around the local z-axis.

    Right rotation

    Rotate nodes around the local y-axis.

    Meshes

    The properties in this group control the behavior of zones that use mesh assets to grow new geometry.

    Enable

    Toggles the zone generator into mesh mode.

    Include in model

    When enabled, zone meshes will be included as part of the model. This property is visible only when mesh mode is enabled.

    Place at origin

    When enabled, these zones will be positioned at (0, 0, 0) rather than using the placement properties of the zone itself. This property is visible only when mesh mode is enabled.

    Use actual size

    When enabled, the Size property is ignored and meshes are sized according to the original dimensions of the mesh asset. This property is visible only when mesh mode is enabled.

    Size

    Set the size of the mesh. This property is visible only when Use actual size is disabled.

    Level of detail

    Control which LOD state to use for the assigned mesh. The left end of the curve corresponds to the highest LOD, and the right end of the curve corresponds to the lowest LOD. The LOD states are assigned on the Mesh Assets Bar. This property is visible only when mesh mode is enabled.

    Apply wind

    When enabled and applicable, global wind motion will be applied to this mesh. This is useful for zones that are part of a tree model, such as an imported trunk model. This property is visible only when Include in model is enabled.

    Meshes

    Multiple meshes can be defined and applied to generated zones at random. Use the button controls to add [+] or remove [-] meshes.

    Geometry

    Specify a named mesh from the Mesh Asset Bar.

    Material

    Specify a named material from the Material Asset Bar. This property is visible only when Include in model is enabled.

    Weight

    Set the probability that any node will receive this material/mesh combination (this weight divided by the sum of all weights).

    Growth

    The properties in this group control how nodes generated as children of this zone will be computed.

    Area influence

    When enabled, nodes growing off this generator will be placed using an even distribution over all of the triangles in the mesh. When disabled, smaller triangles may be more densely populated than larger triangles.

    Adapt to masks

    When enabled, nodes growing off this generator will reposition themselves to best fill in the masked area. When disabled, offending nodes are simply culled and no other nodes will move. Enable this property to make your frequency settings more exact (at the expense of slower computation times).

    Iteration scale

    Set the number of placement attempts per child. Higher values are more accurate while lower values compute faster. This property is visible only when Adapt to masks is enabled.

    Surface adhesion

    Make children of the zone align with the surface of the mesh.

    Influence of forces

    Control how much forces are used to determine placement on the zone mesh. Forces work on zone meshes by giving mesh surfaces that would be struck by the force priority over those that won't.

    Constant sink

    Set the amount to sink each child under the surface of the zone mesh. This feature is useful if the roots of your trees are showing on top of a terrain mesh.

    Slope-based sink

    Set the amount to further sink children (added to the Constant sink value) as the slope of the zone mesh surface increases.

    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].

    Weight

    This value influences how much space in the lightmap zones 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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