Force objects are powerful modeling tools that can manipulate spine growth in ways that would be impossible with property value changes alone.
Whether this force is turned on or off. (Boolean)
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.
The initial strength of the force. (Float)
The color of the force indicator in the Tree Window and in Generator: Forces property groups. (RGBA)
Size of the force's 3D icon. (Float)
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)
The maximum number of iterations in calculating collision. (Integer)
The maximum angle to bend to in order to collide with the mesh. (Percentage)
When enabled, the assigned mesh (and material) will be stored in and exported with the tree model. (Boolean)
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)
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)
'Included in model' must be enabled for materials to be assigned to this mesh force. |
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The color used for the mesh object material. (RGBA)
An offset for the calculated amount of ambient occlusion. Increasing this value lessens the affect of ambient occlusion. (Percentage)
The difference in brightness from the heaviest ambient occlusion to no ambient occlusion. (Percentage)
This value clamps the least amount of ambient occlusion allowed. (Percentage)
This value clamps the most that ambient occlusion can ever darken. (Percentage)
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. |
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The radius of effect around the force. (Float)
The distance from the outside of the sphere where decay begins. (Float)
The position of the force along each axis. (Float)
Sets the force model back to the default position [0, 0, 0]. (Function)
The X,Y, and Z components of the Rotation: Angle. (Percentage)
The amount of rotation around the rotation angle. (Degrees)
Sets the force model back to the default angle [0, 0, 1, 90]. (Function)
Scales the mesh force in any of the three axes. (Percentage)
Scales all three axes of the mesh simultaneously, maintaining its aspect ratio.
Sets the force model back to the default scale [1, 1, 1]. (Function)
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)