====== Fan ====== The fan object indicates the strength and direction that the wind is blowing. The fan is a screen-space object that rotates with the camera. ^ Hold the 'F' key and move the mouse to rotate the fan. ^|| ===== Wind Commands ===== ==== Import… ==== Loads a saved wind configuration file. //(Function)// ==== Export… ==== Saves this wind configuration to a file. //(Function)// ==== Copy ==== Copies this wind configuration. //(Function)// ==== Paste ==== Pastes the copied wind configuration. //(Function)// ==== Reset To Defaults ==== Sets all wind settings back to the default values. These values will likely not work well for most tree models and will require further tuning. //(Function)// ==== Reset Wind Weights ==== Changes all components to have a wind weight of 1.0 and use linear growth profile curves. Keeping wind weights roughly normalized in this manner makes it easier to transfer wind from model to model. //(Function)// \\ \\ \\ ===== Settings ===== ==== Enabled ==== Toggles wind on and off in the 'Tree Window'. //(Boolean)// ==== Strength ==== Sets the strength of the wind source. This value can be modified by the in-window wind sliders. //(Percentage)// ==== Strength Response Time ==== How fast in seconds the strength can get from '0.0' to '1.0' for this tree model. Increase this number to slow down how quickly the tree responds to wind strength changes. //(Seconds)// ==== Direction Response Time ==== How fast in seconds the tree can change by 180 degrees. Increase this number to slow down how quickly the tree responds to wind direction changes. //(Seconds)// ==== Wind Anchor: Vertical Offset ==== The wind anchor is the automatically computed point in space that some wind styles use as a target for branch motion. This value adjusts the height of the anchor relative to what was computed. //(Percentage)// ==== Wind Anchor: Distance Scale ==== The wind anchor is the automatically computed point in space that some wind styles use as a target for branch motion. This value adjusts how far away from the tree model the anchor point is placed. //(Percentage)// ==== Scalars: Distance ==== This values scales each wind property that controls how far something moves. //(Percentage)// ==== Scalars: Frequency ==== This values scales each wind property that controls how fast something oscillates. //(Percentage)// ==== Scalars: Direction Adherence ==== This values scales each wind property that controls how much a tree component moves with the wind. //(Percentage)// \\ \\ ---- ===== Global Motion ===== ==== Enabled ==== Toggles back and forth rocking of the whole tree. All tree geometry shares this motion equally. //(Boolean)// ==== Preserve Shape ==== When enabled, geometry stretching is minimized (some performance is sacrificed). //(Boolean)// ==== Height Exponent ==== By default, the tree will oscillate more at the top than at the bottom in a linear fashion (when the exponent is 1.0). Increase this value to make the effect focused higher up the tree. //(Exponent)// ==== Distance ==== Controls how far the tree moves during oscillation. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Frequency ==== Controls how fast the tree oscillates. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Direction Adherence ==== Controls how much the tree leans in the direction of the wind. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Percentage)// \\ \\ ---- ===== Branch Motion ===== ==== Level 1: Style ==== Selects the type of branch wind used for the first spine nodes that have __Wind:Apply__ checked. Options include (they are ordered from least to most expensive for real-time performance): * **None**: Disable wind at this level. //(Enumeration)// * **Simple**: Branches oscillate in the wind but ignore wind direction. //(Enumeration)// * **Directional**: Branches oscillate in the wind and lean in the direction of the wind. //(Enumeration)// * **Directional** (palm frond style): Branches oscillate in the wind and lean toward the wind anchor. //(Enumeration)// ==== Level 1: Distance ==== Controls how far the branches move during oscillation. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Level 1: Frequency ==== Controls how fast the branches oscillate. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Level 1: Whip ==== Controls how much the branch whips during oscillation (disabling this effect if not required improves performance). The curve to the right scales this value for low wind (left side) and high wind (right side). //(Boolean)// ==== Level 1: Direction Adherence ==== Controls how much the branches move in the direction of the wind (higher values result in more stretching of the geometry). The curve to the right scales this value for low wind (left side) and high wind (right side). //(Percentage)// ==== Level 1: Turbulence ==== Controls how much chaotic motion is the branch direction adherence (disabling this effect if not required improves performance). //(Boolean)// ==== Level 1: Oscillation Style ==== Controls the method used for oscillation computations. Options include: * **Basic** - Branches simply oscillate back forth in a periodic fashion (best performance). //(Enumeration)// * **Swaying** - Branches oscillate in a more realistic manner (best quality). //(Enumeration)// ==== Level 1: Sway Bias ==== This option control how likely a branch is the get "stuck" on one side of the oscillation before swinging over to the other. //(Percentage)// ==== Level 1: Sway Frequency ==== This option controls how often "sways" from one side of the oscillation range to the other occur. //(Percentage)// ==== Level 2:Style ==== Selects the type of branch wind used for the first spine nodes that have __Wind:Apply__ checked. Options include (they are ordered from least to most expensive for real-time performance): * **None** - Disable wind at this level. //(Enumeration)// * **Simple** - Branches oscillate in the wind but ignore wind direction. //(Enumeration)// * **Directional** - Branches oscillate in the wind and lean in the direction of the wind. //(Enumeration)// * **Directional** (palm frond style) - Branches oscillate in the wind and lean toward the wind anchor. //(Enumeration)// ==== Level 2: Distance ==== Controls how far the branches move during oscillation. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Level 2: Frequency ==== Controls how fast the branches oscillate. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Level 2: Whip ==== Controls how much the branch whips during oscillation (disabling this effect if not required improves performance). The curve to the right scales this value for low wind (left side) and high wind (right side). //(Boolean)// ==== Level 2: Direction Adherence ==== Controls how much the branches move in the direction of the wind (higher values result in more stretching of the geometry). The curve to the right scales this value for low wind (left side) and high wind (right side). //(Percentage)// ==== Level 2: Turbulence ==== Controls how much chaotic motion is the branch direction adherence (disabling this effect if not required improves performance). //(Boolean)// ==== Level 2: Oscillation Style ==== Controls the method used for oscillation computations. Options include: * **Basic** - Branches simply oscillate back forth in a periodic fashion (best performance). //(Enumeration)// * **Swaying** - Branches oscillate in a more realistic manner (best quality). //(Enumeration)// ==== Level 2: Sway Bias ==== This option control how likely a branch is the get "stuck" on one side of the oscillation before swinging over to the other. //(Percentage)// ==== Level 2: Sway Frequency ==== This option controls how often "sways" from one side of the oscillation range to the other occur. //(Percentage)// ==== Rolling: Enabled ==== Controls which branch wind levels receive a rolling effect. //(Enumeration)// ==== Rolling: Max Scale ==== As wind gusts roll through the tree, this value controls how much the wind effect is amplified during the highest point of the roll. //(Percentage)// ==== Rolling: Min Scale ==== As wind gusts roll through the tree, this value controls how much the wind effect is amplified during the lowest point of the roll. //(Percentage)// ==== Rolling: Speed ==== Controls how fast wind gusts roll through the tree. //(Seconds)// ==== Rolling: Ripple ==== Sets how broad gusts are as they roll through branches. //(Float)// \\ \\ ---- ===== Leaf Motion ===== ==== Enabled ==== Toggles leaf motion. //(Boolean)// ==== Group ==== Selects which wind group is being edited. Use multiple groups to have a tree with two distinct wind effects such as leaves and Spanish moss on a Live Oak tree. //(Enumeration)// ==== Ripple 1: Style ==== Selects the style of leaf rippling used. Options include: * **None** - Disable leaf rippling. //(Enumeration)// * **Vertex normal** - Use the normal of the geometry as the ripple axis (does not work for two-sided geometry). //(Enumeration)// * **Computed** - Use the computed ripple direction set on the leaves. //(Enumeration)// ==== Ripple 1: Distance ==== Controls how far the leaf vertices move during oscillation. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Ripple 1: Frequency ==== Controls how fast the leaf vertices oscillate. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Tumble 1: Enabled ==== Toggles leaf tumbling (the rotating of leaves around their pivot point). //(Boolean)// ==== Tumble 1: Flip ==== Controls how much the leaf rotates in the direction of the wind. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Radians)// ==== Tumble 1: Twist ==== Controls how much the leaf rotates in a direction orthogonal to the wind. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Radians)// ==== Tumble 1: Frequency ==== Controls how fast the leaves oscillate. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Tumble 1: Direction Adherence ==== Controls how much the leaves point in the direction of the wind (leaves are pointed before they oscillate). The curve to the right scales this value for low wind (left side) and high wind (right side). //(Percentage)// ==== Tumble 1: Twitch: Enabled ==== Toggles leaf twitching (the tendency for leaves randomly flutter larger amounts than their standard oscillation). //(Boolean)// ==== Tumble 1: Twitch: Throw ==== Controls how much more leaves "flip" when a twitch occurs. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Tumble 1: Twitch: Frequency ==== Controls how much more often twitches happen. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Tumble 1: Twitch: Sharpness ==== Controls how quickly leaves get in and out of a twitch. High values make twitches more "jerky". //(Float)// ==== Tumble 1: Roll: Enabled ==== Toggles a rolling effect through the leaves due to gusting. //(Boolean)// ==== Tumble 1: Roll: Max Scale ==== As wind gusts roll through the tree, this value controls how much the wind effect is amplified during the highest point of the roll. //(Percentage)// ==== Tumble 1: Roll: Min Scale ==== As wind gusts roll through the tree, this value controls how much the wind effect is amplified during the lowest point of the roll. //(Percentage)// ==== Tumble 1: Roll: Speed ==== Controls how fast wind gusts roll through the tree. //(Float)// ==== Tumble 1: Roll: Separation ==== Controls how broad gust waves are as they move through the tree. //(Float)// ==== Occlusion 1: Enabled ==== Toggles leaf occlusion (dampens wind effects on the side of the tree opposite the wind). //(Boolean)// ==== Occlusion 1: Leeward Dampening ==== Controls how much the wind effect is removed from leaves not on the side of the tree facing the wind. //(Percentage)// \\ \\ ---- ===== Frond Motion ===== ==== Ripple: Style ==== Controls how frond rippling is computed. Options include: * **None** - Disable frond rippling. //(Enumeration)// * **One-sided** - Use the vertex normal for the ripple direction (does not work for two-sided geometry). //(Enumeration)// * **Two sided** - Use the computed ripple direction set on the fronds. //(Enumeration)// ==== Ripple: Distance ==== Controls how far the frond vertices move during oscillation. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Ripple: Frequency ==== Controls how fast the frond vertices oscillate. The curve to the right scales this value for low wind (left side) and high wind (right side). //(Float)// ==== Ripple: Tile ==== Controls how much the ripple effect is tiled across the frond. //(Float)// ==== Ripple: Adjust Lighting ==== When enabled, frond ripple affects the geometry normals resulting in slower performance but better lighting (particularly specular effects). //(Boolean)// ==== Ripple: Lighting Scalar ==== When "Adjust lighting" is enabled, this value scales how much the normals are modified by frond rippling. //(Percentage)// \\ \\ ---- ===== Gusting ===== ==== Enabled ==== Toggles gusting (occasionally periods of higher than nominal wind). This value can be controlled using the in-window wind controls by right-clicking the fan. //(Boolean)// ==== Frequency ==== Controls how often gusts can occur. This value can be controlled using the in-window wind controls. Slide the gust frequency indicator on the right side up and down. //(Percentage)// ==== Strength ==== When a gust happens, this value controls how strong it is. Use the variance to make each gust random. This value can be controlled using the in-window wind controls. Slide the gust strength indicator on the left side up and down to change the strength. Click in the gust zone and slide up and down to change the variance. //(Percentage)// ==== Duration ==== When a gust happens, this value controls how long it will remain active. Use the variance to make each gust length random. //(Seconds)// ==== Response Scalars: Rise ==== This value scales how long it takes for a gust to reach its maximum value. Lower this value to increase the speed at which gusts impact the tree. //(Percentage)// ==== Response Scalars: Fall ==== This value scales how long it takes for a gust to return to the nominal wind level. Lower this value to increase the speed at which the tree returns to nominal wind conditions after a gust. //(Percentage)// \\ \\ ---- ===== Transform ===== ==== Rotation: Axis: X, Y, & Z ==== The 'X','Y', and 'Z' components of the __Rotation: Angle__. //(Percentage)// ==== Rotation: Angle ==== The amount of rotation around the rotation angle. //(Degrees)// ==== Reset Rotation ==== Sets the fan back to the default angle [0, 0, 1, 90]. //(Function)//