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
Spines grow in the direction that the arrow points.

Magnet
Spines converge on a point.

Gnarl
Spines twist around a world-space vector.

Twist
Spines twist along their local up vector.

Curl
Spines curl inward on themselves.

Planar
Spines grow along a 2D plane.

Mesh
Spines grow toward or around an arbitrary mesh object.

Return
Spines grow in the direction of their initial growth.

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

Force Action

Collide Action

Keep Action

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

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

'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

Distance

The radius of effect around the force. (Float)

Falloff Distance

The distance from the outside of the sphere where decay begins. (Float)

Indicator



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)