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.
Spines grow in the direction that the arrow points.
Spines converge on a point.
Spines twist around a world-space vector.
Spines twist along their local up vector.
Spines curl inward on themselves.
Spines grow along a 2D plane.
Spines grow toward or around an arbitrary mesh object.
The initial strength of the force.
The color of the force indicator in the Tree Window and in Generator: Forces property groups.
Size of the force's 3D icon.
No mesh has been assigned to this force.
A named mesh from the mesh bank will be used for this force.
Spines are repelled by the closest vertices of the mesh.
Spines are pulled towards the closest vertices of the mesh.
No action is applied to the mesh force.
No action is taken once a spine collides with the mesh.
Spines avoid the bounds of the mesh and "crawl" over it, eventually returning to their intended direction once able.
Spines are broken when they collide with the mesh.
Spines are shortened to the point where the collision occurs.
All nodes will be kept regardless of whether they collide with a mesh force or not.
Only nodes that collide with this mesh force will be kept (if this force is enabled on the generator). All others will be destroyed.
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.
The maximum number of iterations in calculating collision.
The maximum angle to bend to in order to collide with the mesh.
No give up action used.
A branch that cannot collide will be cut off at the collision.
A branch that cannot collide be removed.
When enabled, the assigned mesh (and material) will be stored in and exported with the tree model.
No material will appear on the mesh, instead a color-only material is used and drawn with edges.
A named material from the material bank will be used with this mesh.
The color used for the mesh object material.
An offset for the calculated amount of ambient occlusion. Increasing this value lessens the affect of ambient occlusion.
The difference in brightness from the heaviest ambient occlusion to no ambient occlusion.
This value clamps the least amount of ambient occlusion allowed.
This value clamps the most that ambient occlusion can ever darken.
The force has an equal effect on the entire tree regardless of of its location in the scene.
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.
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.
The force effect is limited to a sphere of Distance radius, with no falloff.
The radius of effect around the force.
The distance from the outside of the sphere where decay begins.
Attenuation is visualized only when the force is selected.
Attenuation is always visualized.
Attenuation is never visualized.
The position of the force along each axis.
The X,Y, and Z components of the Rotation: Angle.
The amount of rotation around the rotation angle.
Scales the mesh force in any of the three axes.
Scales all three axes of the mesh simultaneously, maintaining its aspect ratio.