Sets up the path length.
Specifies the chaos length of paths in percents.
Sets the length of segments of the path. This value affects the number of segments along the length of the path.
The next button opens the Steps Graph dialog.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes the angle bend in every path point to the Affect pipeline. The original value can range from 0 to 180 degrees.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes the length path to the Affect pipeline. The original value usually can range from 0.0 to Length path value.
Allows to manage the list of modifiers.
Creates a new modifier.
Deletes selected modifier.
Makes a copy of the selected modifier into the copy buffer.
Pastes the modifier from the copy buffer.
Pastes an instance from the copy buffer.
Makes the modifier unique.
Also, you can move modifier items up and down by using the drag and drop feature.
To the left of each modifier, you can see the bulb icons that allows to enable or disable modifier.
This field allows to specify the modifier name.
Specifies how many paths in percent to calculate using the selected modifier.
Specifies a randomization value for selected modifier.
Clicking button opens the following menu for choosing the type of modifier:
Specifies the length on which will be bended line from minimum to maximum angles.
The minimum rotation angle in random direction.
The maximum rotation angle in random direction.
The next button opens the Angles Graph dialog. Min Angle and Max Angle use one button, because both graphs are displayed in one dialog.Vector direction is used to imitate the gravitation, wind or other effects.
The global start direction vector is used. It may come from GrowFX icon or from the Start point when using the Point distributor.
The local start direction vector is used. The local vector comes from the current distributor of the path.
Another global direction vector is used. This vector is specified in the Another node group.
Another point is used as target, which means the vector is always targeted at this point. This point is specified in the Another node group.
Another surface is used as target, which means the vector is directed against the normal at the nearest vertex of the surface. The object of the used surface is specified in the Another node group too.
The vector is always directed to the camera or to the active view of the Viewport.
This group available for use Another global vector, Another target point and Another target surface only. Naturally, the Create button that creates a new object is not available for Another target surface.
Click this, and then select an object in the viewport to be used as a vector.
Turns on Create Vector mode. Manually place vector by clicking in any viewport. In this mode the Exlevel Point Helper will be created.
Displays the name of the picked object.
Specifies the influencing vector power, allowing to change direction.
When on, performs axial reorientation of the direction, which means that it turns the path along the direction. Mainly it is applicable for leaves, as a leaf can bend only in one direction. So in creating wind animation or gravitation influence, when bended, the leaf turns over.
Noise direction can be used to add noisiness to the main direction without changing the direction of the growth itself.
Sets the size of the noise effect (not strength). Larger values produce smoother noise, lower values more jagged noise.
Shifts the start and end points of the underlying wave.
When on, all path lines will be built differently.
Allows the user to set up the value of noise amplitude.
Strength of amplitude. We recommend turning on and adjust the Strength Graph so that the line of the path came from its starting point, otherwise for example, the branches will be shifted from the trunk.
Sets the strength scale of the noise effect along each of two axes.
Allows the user to configure the parameters of fractal noise.
Determines the extent of fractal variation. Lower values are less rough than higher values. Range=0 to 1.0. Default=0.
Controls the number of iterations (or octaves) used by the fractal function. Fewer iterations use less fractal energy and generate a smoother effect. An iteration of 1.0 is the same as turning Fractal off. Range=1.0 to 10.0. Default=3.0.
When off, shifts a path line so that the starting point coincides with the distribution point. In previous versions the noise modifier shifts all path's points relative to the axis. Now, using this option, the starting points keeps its original positions. Mainly for compatibility with previous versions. Default=off, but if you open a file saved in the old version, this option is on.
This modifier allows the user to deflect the trunk in the direction opposite to the growth of branches at the points where they appear.
In the drop-down list, choose an available path with distributor, which will generate points of deviation.
When on, the angle of deviation will be the same as the angle of the distribution of a new branch. If this option is off, the user can set the Angle of deviation direction.
Sets the angle of deviation.
Minimum distance to the existing points required to insert new points on the path. If the distance between the position of a new branch and the nearest path point is less that the value of this parameter, the nearest path point shifts to this position. This allows the user to avoid little values of the step while building a mesh, which in its turn allows you to avoid artifacts on the cylinder mesh. Usually this value can be set to be equal to 1/3 of the path step. In case of big values of this parameter, the calculated value will be reduced to 1/3 of the step.
When on, this will separate smoothing groups of the surface in bending place. This means that polygons coming after the bend will have a different smoothing group than polygons coming before the bend. Used for the Cylinder mesh or Leaves mesh only.
This modifier are used to set path directions along a spline.
Click this, and then select a spline in the viewport.
Lets you create a new spline in the scene as an instance for further modification.
Displays the name of the spline object.
Orientation angle of a spline along the direction of a start vector.
Chaos of orientation angle.
Sets a spline scale.
Chaos scale in percent.
When on, the length of a created path will be no more than the length of a spline.
If a spline object consists of several splines, this option allows use splines at random during generating multiple paths.
Enables smooth interpolation between several splines.
Specifies the interpolation value, range 0.0 to 1.0. If value is 0.0, the first spline in a spline object is used. If is 1.0, the last spline is used. Hence, the value in the range from 0.0 to 1.0 will be provided by a spline as a result of interpolation from the first to the last spline in a spline object.
An example of using interpolation between several splines:
An example above shows a spline object that consists of three splines.
To create a similar spline object, follow these steps:
It allows you to create a hard bend in the direction that resembles the fracture of branches or leaves.
Specifies the position of the bend point on the path in percentage.
Adds random variation to the Position setting.
Allows to adjust the angle of the bend. The checkbox lets you disable the use of this angle.
Angle of bending direction.
Chaos of bending angle.
Axial orientation of the bend.
Allows to apply the vector to the remainder of the path after the bend. It may be necessary to give a realistic sagging of leaves after their fracture. These parameters are absolutely similar to the parameters of the Vector direction modifier.
When on, this will separate smoothing groups of the surface in bending place. This means that polygons coming after the bend will have a different smoothing group than polygons coming before the bend. Used for the Cylinder mesh or Leaves mesh only.
It allows you to create the animation of swaying paths in the wind.
Click this, and then select a Wind helper object in the viewport.
Turns on Create Wind object mode. Manually place Wind helper object by clicking in any viewport.
Displays the name of the Wind object.
Stiffness of the path, numerically determines the wavelength of the vibrations of paths. Waves move in the wind direction with speed equal to Wind Speed in the parameters of the Wind helper object. This influences the oscillation frequency: the shorter the wavelength, the greater the frequency.
Please note that if Stiffness is more than the path length, the oscillation frequency depends to some extent on the length of the path.
Flexibility of the path, numerically determines the scale of the subsidence under the influence of wind forces.
Scale of the oscillation frequency. This parameter is required to adjust the oscillation frequency.
Sets the amplitude of the waving lines in the wind. Allows you to make movements smoother.
Allows to adjust the axial rotation of the oscillating paths. It can be applied to the leaves because they tend to vibrate along their axis.
Enables this feature.
Maximum deflection angle of the axial rotation.
Used to adjust the amplitude of the axial rotation.
When on, performs axial reorientation of the direction, which means that it turns the path along the direction. Mainly it is applicable for leaves, as a leaf can bend only in one direction. So in creating wind animation or gravitation influence, when bended, the leaf turns over.
Used to adjust the rotation angle of the leaves.
Enables the looping animation. Enabling this option disables the Scale Frequency, because it will be calculated automatically.
Specifies the looping period.
For the correct looping animation, don't use the Perturb Speed, Perturb Vector and Decay options in the Wind helper settings.
The visual representation of Stiffness:
Flexibility = 1.0:
Flexibility = 10.0:
It allows you to copy the direction of the parent path.
Specifies a crosscut offset from the original path.
In the drop-down list, choose an available child paths with distributor, which will align.
Percentage value, showing how strongly the child paths aligned. 0% - not aligned, 100% - fully aligned.
Align children is not used:
Align children is used with Amount = 100%:
Performs the radial curling of the direction.
Specifies the length on which the direction rotation to Angle bend will be done.
Specifies the angle bend on Smoothing length.
Specifies the orientation angle, showing on which side the path will be curl.
Spiral radius.
Spiral twisting angle. Numerically shows the twisting angle, at a Unit Calc distance, in Preference Parameters rollout.
Specifies the amplitude of the Zigzag.
Zigzag step.
Makes twisting along the path.
Specifies the twisting angle per Unit Calc in Preference Parameters rollout.
Expresses the paths reaction on other scene objects, i.e. reflection and attraction.
Click this, and then select a geometrical object in the viewport, with which the paths will react. If you need to use primitive objects (plane, sphere, box, cone), for quickly calculation you can use Exlevel Helper objects.
Displays the name of the selected object.
Allows to adjust the reflection paths from the object surface.
Turns the reflection function on.
Specifies the distance to the object, when it's reached, the path direction is going change.
It prevents the penetration into the surface of the object.
The lines don't reach the surface at this distance.
Allows to adjust the attraction paths to the object.
Turns the magnetic function on.
Specifies the distance to the object, when the paths is attracted to the object.
Percentage value, showing how strongly the magnetic points capture the paths directions.
Sets the principle of generation of the magnetic points.
The vertices of the mesh object are used as magnetic points.
An additional magnetic points will be generated on the faces.
Sets the distance between an additional magnetic points on the face. Decreasing the value will increase density of points on the face. The magnetic points are generated randomly, so the distance may be not accurate.
When on, displays magnetic points on surface in the Viewport.
Click this button on the last frame to bind the path's points to the animated reaction object.
This can be useful if you have an animated object or tree, and you need to bind the growing ivy to this object.
Removes all information of the binding points.
As in Object reaction modifier, the Path reaction modifier also expresses the path reaction but on the other paths within itself, or paths of another GrowFX-object.
Allows to manage the list of the paths using for reaction.
Adds a new path.
Deletes selected path.
The paths of this object will be used.
The paths of another object will be used.
Click this, and then select a GrowFX object in the viewport, with which the paths will react.
Use this drop-down list to choose the necessary path for reaction.
Specifies the imaginary radius of the reaction path, is used in reflecting only. For magneting the centroidal axis is used.
Allows to adjust the reflection paths from the other paths.
Turns the reflection function on.
Specifies the distance to other paths, when it's reached, the path direction is going change.
Allows to adjust the attraction paths to other paths.
Turns the magnetic function on.
Specifies the distance to the object, when the paths is attracted to other paths.
Percentage value, showing how strongly the magnetic points capture the paths directions.
Sets the principle of generation of the magnetic points.
The points of the paths are used as magnetic points.
An additional magnetic points will be generated on the paths.
Sets the distance between an additional magnetic points on the face. Decreasing the value will increase density of points on the face. The magnetic points are generated randomly, so the distance may be not accurate.
When on, displays magnetic points on paths in the Viewport.
Click this, and then select a geometrical object in the viewport, on which the paths will be sliced. If you need to use primitive objects (plane, sphere, box, cone), for quickly calculation you can use Exlevel Helper objects.
Displays the name of the selected object.
Specifies the distance to the object, when it's reached, the path will be sliced.
When on, the imaginary length of sliced path won't change, and this will reflect the rest calculation, particularly the Cylinder mesh builder with variable over length radius, while the radius will remain original.
When on, you can override the cap end for Cylinder mesh. Use the drop-down list to choose another cap end variant - Planar or Spherical.
Erases the affected lines. Those lines that touched the object will be erased.
This modifier performs the path's overturn along the direction axis.
The global start direction vector is used. It may come from GrowFX icon or from the Start point when using the Point distributor.
The local start direction vector is used. The local vector comes from the current distributor of the path.
The aligned local start direction vector is used. The local vector comes from the current distributor of the path, but this vector is aligned along the parent path.
Another global direction vector is used. This vector is specified in the Another node group.
Another point is used as target, which means the vector is always targeted at this point. This point is specified in the Another node group.
Another surface is used as target, which means the vector is directed against the normal at the nearest vertex of the surface. The object of the used surface is specified in the Another node group too.
The vector is always directed to the camera or to the active view of the Viewport.
This group available for use Another global vector, Another target point and Another target surface only. Naturally, the Create button that creates a new object is not available for Another target surface.
Click this, and then select an object in the viewport to be used as a vector.
Turns on Create Vector mode. Manually place vector by clicking in any viewport. In this mode the Exlevel Point Helper will be created.
Displays the name of the picked object.
Reorients the direction on the X-side.
Reorients the direction on the Y-side.
Sets the strength in percent, with which the axial rotation is made.
Without using the Vector orientation modifier:
An example of using X orientation, Strength % = 100.0:
An example of using Y orientation, Strength % = 100.0:
Without using the Vector orientation modifier:
An example of using the Vector orientation modifier, for the branches:
An example of using the Global Vector:
An example of using the Local Vector:
An example of using the Aligned Local Vector:
Specifies the slice length from the path's beginning.
Specifies the number of randomly sliced paths in percents.
Specifies the slice length from the path's end.
Specifies the number of randomly sliced paths in percents.
When on, the imaginary length of sliced path won't change, and this will reflect the rest calculation, particularly the Cylinder mesh builder with variable over length radius, while the radius will remain original.
When on, you can override the cap start for Cylinder mesh. Use the drop-down list to choose another cap start variant - Planar or Spherical.
When on, you can override the cap end for Cylinder mesh. Use the drop-down list to choose another cap end variant - Planar or Spherical.
It optimizes path directions by removing points in the places close to linear.
Specifies the angle when points can be removed, i.e. if the deviation angle at the point of path direction is less than this value, this point will be removed.
Allows you to erase unwanted lines (stems, branches, leaves etc.) directly in the viewports.
Click this, and then select a lines in the viewport to erase. To exit picking, right-click the active viewport or click Pick lines again.
Deletes selected items from the list. It restores erased lines.
Click this, and then select a lines in the viewport to revert. To exit picking, right-click the active viewport or click Revert erased lines again.
Inverts the selected lines. The erased lines will be visible, the visible lines will be erased.
Allows you to trim lines (stems, branches, leaves etc.) directly in the viewports.
Click this, and then click in the viewport on the line in a certain position to trim. To exit trimming, right-click the active viewport or click Trim lines again.
Deletes selected items from the list. It restores trimmed lines.
Click this, and then select a lines in the viewport to revert. To exit picking, right-click the active viewport or click Revert trimmed lines again.
When on, the imaginary length of sliced path won't change, and this will reflect the rest calculation, particularly the Cylinder mesh builder with variable over length radius, while the radius will remain original.
When on, you can override the cap end for Cylinder mesh. Use the drop-down list to choose another cap end variant - Planar or Spherical.
A new step that will be used to build the lines of path.
The step size will be the same along the entire length of the line. This option is not available if the Steps Graph is enabled.
Turns on the shape modify mode. You can add and move the control points.
Turns on the deleting control points mode. You can delete the added points or reset positions for edge points.
Removes all modifications of this modifier.
Add the new control point:
Move the control point: