Force Object

Force objects are powerful modeling tools that can manipulate spine growth in ways that would be impossible with property value changes alone.

Force

boolean Enabled

Whether this force is turned on or off.

enumeration 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.

float Strength

The initial strength of the force.

RGBA Color

The color of the force indicator in the Tree Window and in Generator: Forces property groups.

float Indicator Scale

Size of the force's 3D icon.

Mesh

enumeration Mesh

None

No mesh has been assigned to this force.

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.

Attract

Spines are pulled towards the closest vertices of the mesh.

None

No action is applied to the mesh force.

enumeration Collide Action

None

No action is taken once a spine collides with the mesh.

Obstruct

Spines avoid the bounds of the mesh and "crawl" over it, eventually returning to their intended direction once able.

Prune

Spines are broken when they collide with the mesh.

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.

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.

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.

integer Max Iterations

The maximum number of iterations in calculating collision.

percentage Max Angle

The maximum angle to bend to in order to collide with the mesh.

enumeration Give Up Action

None

No give up action used.

Prune

A branch that cannot collide will be cut off at the collision.

Destroy

A branch that cannot collide be removed.

boolean Include In Model

When enabled, the assigned mesh (and material) will be stored in and exported with the tree model.

enumeration Material

None

No material will appear on the mesh, instead a color-only material is used and drawn with edges.

Named material

A named material from the material bank will be used with this mesh.

RGBA Material: Color

The color used for the mesh object material.

percentage 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.

Attenuation

enumeration Type

None

The force has an equal effect on the entire tree regardless of of its location in the scene.

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.

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.

Hard

The force effect is limited to a sphere of Distance radius, with no falloff.

float Distance

The radius of effect around the force.

float Falloff Distance

The distance from the outside of the sphere where decay begins.

enumeration Indicator

Selected

Attenuation is visualized only when the force is selected.

Always

Attenuation is always visualized.

Never

Attenuation is never visualized.

Transform

float Translation: X, Y, & Z

The position of the force along each axis.

percentage Rotation: Axis: X, Y, & Z

The X,Y, and Z components of the Rotation: Angle.

degrees Rotation: Angle

The amount of rotation around the rotation angle.

percentage 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.