====== Force ====== Force objects are powerful modeling tools that can manipulate spine growth in ways that would be impossible with property value changes alone. ===== Force ===== ==== Enabled ==== Whether this force is turned on or off. //(Boolean)// ==== Type ==== {{:direction.png?35 |}} **Direction**\\ Spines grow in the direction that the arrow points. {{:magnet.png?35 |}} **Magnet**\\ Spines converge on a point. {{:gnarl.png?35 |}} **Gnarl**\\ Spines twist around a world-space vector. {{:twist.png?35 |}} **Twist**\\ Spines twist along their local up vector. {{:curl.png?35 |}} **Curl**\\ Spines curl inward on themselves. {{:plane.png?35 |}} **Planar**\\ Spines grow along a 2D plane. {{:mesh.png?35 |}} **Mesh**\\ Spines grow toward or around an arbitrary mesh object. {{:return.png?35 |}} **Return**\\ Spines grow in the direction of their initial growth. {{:force-seasonlight.png?35 |}} **Season light**\\ Leaves change season sooner based on the how much they are growing toward the position of this force object. Fine tune the behavior with the leaf generator's 'Anatomical sensitivity' property. \\ \\ ==== Strength ==== The initial strength of the force. //(Float)// ==== Color ==== The color of the force indicator in the Tree Window and in Generator: Forces property groups. //(RGBA)// ==== Indicator Scale ==== Size of the force's 3D icon. //(Float)// \\ \\ ---- ===== Mesh ===== ==== Mesh ==== * **None** - No mesh has been assigned to this force. //(Enumeration)// * **Named mesh** - A named mesh from the mesh bank will be used for this force. //(Enumeration)// ==== Force Action ==== * **Avoid** - Spines are repelled by the closest vertices of the mesh. //(Enumeration)// * **Attract** - Spines are pulled towards the closest vertices of the mesh. //(Enumeration)// * **None** - No action is applied to the mesh force. //(Enumeration)// ==== Collide Action ==== * **None** - No action is taken once a spine collides with the mesh. //(Enumeration)// * **Obstruct** - Spines avoid the bounds of the mesh and "crawl" over it, eventually returning to their intended direction once able. //(Enumeration)// * **Prune** - Spines are broken when they collide with the mesh. //(Enumeration)// * **Stop** - Spines are shortened to the point where the collision occurs. //(Enumeration)// ==== Keep Action ==== * **All** - All nodes will be kept regardless of whether they collide with a mesh force or not. //(Enumeration)// * **Hits** - Only nodes that collide with this mesh force will be kept (if this force is enabled on the generator). All others will be destroyed. //(Enumeration)// * **Misses** - Only nodes that DO NOT collide with this mesh force will be kept (if this force is enabled on the generator). All others will be destroyed. //(Enumeration)// ==== Obstruction Distance ==== The distance (down the length of spine nodes using this force) to prohibit obstruction by this mesh force. It is sometimes desireable to refrain from obstructing the very base of branches so that they are able to begin their growth without being immediately redirected by mesh forces. //(Float)// ==== Max Iterations ==== The maximum number of iterations in calculating collision. //(Integer)// ==== Max Angle ==== The maximum angle to bend to in order to collide with the mesh. //(Percentage)// ==== Give Up Action ==== * **None** - No give up action used. //(Enumeration)// * **Prune** - A branch that cannot collide will be cut off at the collision. //(Enumeration)// * **Destroy** - A branch that cannot collide be removed. //(Enumeration)// ==== Include In Model ==== When enabled, the assigned mesh (and material) will be stored in and exported with the tree model. //(Boolean)// ==== Ambient Occluder ==== When enabled, the assigned mesh will contribute to ambient occlusion, even though it is not part of the model. If the mesh is 'included in the model', this property is disabled. //(Boolean)// ==== Level of Detail ==== This LOD curve controls 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' tab. //(Index)// ==== Material ==== * **None** - No material will appear on the mesh, instead a color-only material is used and drawn with edges. //(Enumeration)// * **Named material** - A named material from the material bank will be used with this mesh. //(Enumeration)// ^ 'Included in model' must be enabled for materials to be assigned to this mesh force. ^|| ==== Material: Color ==== The color used for the mesh object material. //(RGBA)// ==== A. Occlusion: Offset ==== An offset for the calculated amount of ambient occlusion. Increasing this value lessens the affect of ambient occlusion. //(Percentage)// ==== A. Occlusion: Contrast ==== The difference in brightness from the heaviest ambient occlusion to no ambient occlusion. //(Percentage)// ==== A. Occlusion: Min ==== This value clamps the least amount of ambient occlusion allowed. //(Percentage)// ==== A. Occlusion: Max ==== This value clamps the most that ambient occlusion can ever darken. //(Percentage)// ==== Collections ==== When checked, the geometry of this mesh force is included in one or more mesh collections. //(Multiproperty)// ^ Collections must be enabled on the Mesh Asset Bar first to appear here. See the help manual for more information on collections. ^|| \\ ---- ===== Attenuation ===== ==== Type ==== * **None** - The force has an equal effect on the entire tree regardless of of its location in the scene. //(Enumeration)// * **Linear** - The force effect is limited to a sphere of Distance radius, where the 'Falloff Distance' represents a zone of linear decay from full strength to zero. //(Enumeration)// * **Quadratic** - The force effect is limited to a sphere of Distance radius, where the 'Falloff Distance' represents a zone of near exponential decay from full strength to zero. //(Enumeration)// * **Hard** - The force effect is limited to a sphere of Distance radius, with no falloff. //(Enumeration)// ==== Distance ==== The radius of effect around the force. //(Float)// ==== Falloff Distance ==== The distance from the outside of the sphere where decay begins. //(Float)// ==== Indicator ==== * **Selected** - Attenuation is visualized only when the force is selected. //(Enumeration)// * **Always**- Attenuation is always visualized. //(Enumeration)// * **Never** - Attenuation is never visualized. //(Enumeration)// \\ ---- ===== Transform ===== ==== Translation: X, Y, & Z ==== The position of the force along each axis. //(Float)// ==== Reset Translation ==== Sets the force model back to the default position [0, 0, 0]. //(Function)// ==== 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 force model back to the default angle [0, 0, 1, 90]. //(Function)// ==== Scale: X, Y, & Z ==== Scales the mesh force in any of the three axes. //(Percentage)// ==== Scale: Uniform ==== Scales all three axes of the mesh simultaneously, maintaining its aspect ratio. ==== Reset Scaling ==== Sets the force model back to the default scale [1, 1, 1]. //(Function)// \\ \\ ---- ===== Lightmap ===== ==== Scale ==== Scales all of the geometry in this object's relevance in the automatically computed lightmap uv set. Keep in mind that the scale value is considered along with the geometry area and texture area of the object. In addition, every object's lightmap scale is compared to every other object and then the lightmap packing is determined. This means that your scale 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. //(Float)//