GrowFX Manual: Affects

Affects

As a tree grows higher, tree branches must be longer and larger in diameter. Depending on the position on a trunk, a branch must be larger (bottom branches), or smaller (top branches). In other words, some parameters change under the influence of others. The system has a special mechanism called Affects, which can be used to set up the dependencies mentioned above.

Affects rollout

Affects list group

Allows to manage the list of affects.

Create Affect

Creates a new affect.

Delete Affect

Deletes selected affect.

Duplicate Affect

Makes a duplicate of the selected affect in the list.

Redirect Affect

Allows to redirect the affect to another parameter.



When creating or redirecting an affect, the user will see the parameter selection dialog below:

The list will display available parameters as the system can determine itself which parameter can be affected. The user must choose the necessary parameter.



Affect factor rollout

Source parameter range

Allows to set the range of the affecting parameter.

X = P * Factor * Chaos

This demonstrates how the calculation is made, so the X parameter will be calculated by multiplying by P (the source parameter), Factor and Chaos values. Chaos will represent the random disperse of Factor's value.

Affect factor group

Allows the user to customize the affecting coefficients.

Factor

Multiplication factor itself. The dynamic change of the parameter does not occur per se. One needs to use graph representation of this factor by clicking button. The graphic range will be expressed according to the range specified in Source parameter range, i.e. values of the source parameter in the specified range will be expressed in a graph from 0 to 100.

For example: The influence occurs from the length of a branch, and the change of some parameter must occur at the length from 10 to 50. Accordingly, Source parameter range is set to be equal to [10.0 ... 50.0]. Then, if the length of a branch is 10, Factor is equal to the value of the graph at point 0, and if the length is equal to 50, then Factor will be equal to the value of the graph at point 100. Accordingly, the entire range of graph Factor will be used in the entire range of lengths of this branch (10...50).

Chaos %

Adds random variation of the value Factor to lower side.

Random time

This parameter adds the random offsets in time up to the specified value. This parameter can be used for animation, particularly for creating chaotic movements (for example, wind animation without Wind animation modifier).

Factor map

Allows to attach the texture as a coefficient. This can be affected from the Surface distributor only. In using the texture, Factor will be used as a scaling coefficient, and the Factor Graph won't be taken into account.

Calculate all levels

When on, the coefficient calculation on all levels, in using multilevel distribution in Path distributor or Path position distributor. When off, the coefficients will be taken from the last level only.

List of parameters from which can be created an Affects

Path:
Parameter: Angle
Parameter: Length

Distributors:
Distributor:
Parameter: Distance
Distributor in point:
Parameter: angle div
Parameter: angle bend
Parameter: offset
Path distributor:
Parameter: levels
Parameter: Path position
Path position distributor:
Parameter: levels
Parameter: Path position
Surface distributor
Parameter: Surface

List of parameters that can be affected

Path:
Length
Chaos length
Steps

Distributors:
Distributor in point:
Count
Chaos Count
Angle divergence
Chaos angle divergence
Angle bend
Chaos Angle bend
Start Angle axis
Start Chaos angle
Start Angle bend
Start Min angle
Start Max angle
Offset
Chaos Offset
Path distributor:
Levels
Density
Chaos Density
Turn Axis
Start position
End position
Path position distributor:
Levels
Position
Angle axis

Direction Modifiers:
Random direction:
Smoothing
Min Angle
Max Angle
Vector direction:
Strength
Noise direction:
Scale
Phase
Strength
X
Y
Roughness
Iterations
Deviation direction:
Angle
Tolerance
Spline direction:
Orientation
Chaos Angle
Scale
Chaos scale
Interpolation value
Hard bend:
Position
Chaos Position
Angle bend
Chaos Angle
Orientation
Vector Strength
Wind animation:
Stiffness
Flexibility
Scale Frequency
Max angle
Wind speed
Radial direction:
Smoothing
Angle
Orient
Spiral direction:
Radius
Angle
Zigzag direction:
Radius
Steps
Twist direction:
Angle
Object reaction:
Collision distance
Magnetic distance
Max strength
Path reaction:
Collision distance
Magnetic distance
Max strength
Object slice:
Distance
Vector orientation:
Strength
Start/End slice:
Start distance
End distance
Optimize steps:
Angle tolerance

Mesh Builders:
Cylinder mesh:
Radius
Sides
Min radius
Min sides
Face size
Override Steps
Scale offset
Mat ID body
Mat ID start
Mat ID end
Displace: UVW U-Coords: Width
Displace: UVW U-Coords: Tile
Displace: UVW U-Coords: Offset
Displace: UVW V-Coords: Length
Displace: UVW V-Coords: Tile
Displace: UVW V-Coords: Offset
UVW U-Coords: Width
UVW U-Coords: Tile
UVW U-Coords: Offset
UVW V-Coords: Length
UVW V-Coords: Tile
UVW V-Coords: Offset
VC: Position
VC: Chaos pos
VC: Coloring elements: Weight
VC: Coloring along paths: Weight
VC: Inherit from parent: Weight
Meta mesh:
Radius
Min radius
Face size
Override Steps
UVW Weight
Stop after position
Stop by Radius
Displace size
Mat ID body
Mat ID start
Mat ID end
Displace: UVW U-Coords: Width
Displace: UVW U-Coords: Tile
Displace: UVW U-Coords: Offset
Displace: UVW V-Coords: Length
Displace: UVW V-Coords: Tile
Displace: UVW V-Coords: Offset
UVW U-Coords: Width
UVW U-Coords: Tile
UVW U-Coords: Offset
UVW V-Coords: Length
UVW V-Coords: Tile
UVW V-Coords: Offset
VC: Position
VC: Chaos pos
VC: Coloring elements: Weight
VC: Coloring along paths: Weight
VC: Inherit from parent: Weight
Leaves mesh:
Angle across
Angle along
Angle axis
Sides
Width
Face size
Override Steps
Inc Angle across
Inc Angle along
Mat ID
Angle across map: UVW U-Coords: Width
Angle across map: UVW U-Coords: Tile
Angle across map: UVW U-Coords: Offset
Angle across map: UVW V-Coords: Length
Angle across map: UVW V-Coords: Tile
Angle across map: UVW V-Coords: Offset
Scale angle
UVW U-Coords: Width
UVW U-Coords: Tile
UVW U-Coords: Offset
UVW V-Coords: Length
UVW V-Coords: Tile
UVW V-Coords: Offset
VC: Position
VC: Chaos pos
VC: Coloring elements: Weight
VC: Coloring along paths: Weight
VC: Inherit from parent: Weight
Instanced geometry:
Position
Scale
Random Scale
Current time
VC: Position
VC: Chaos pos
VC: Coloring elements: Weight
VC: Inherit from parent: Weight
Standard leaves:
Size
Length/Width
Position
Mat ID
VC: Position
VC: Chaos pos
VC: Coloring elements: Weight
VC: Inherit from parent: Weight

After Mesh Modifiers:
Random direction:
Smoothing
Min Angle
Max Angle
Vector direction:
Strength
Noise direction:
Scale
Phase
Strength
X
Y
Roughness
Iterations
Hard bend:
Position
Chaos Position
Angle bend
Chaos Angle
Orientation
Vector Strength
Wind animation:
Stiffness
Flexibility
Scale Frequency
Max angle
Wind speed
Radial direction:
Smoothing
Angle
Orient
Twist direction:
Angle
Object reaction:
Collision distance
Magnetic distance
Max strength
Vector orientation:
Strength

TOP