Allows to manage the list of distributors.
Creates a new distributor.
Deletes selected distributor.
Makes a copy of the selected distributor into the copy buffer.
Pastes the distributor from the copy buffer.
Pastes an instance from the copy buffer.
Makes the distributor unique.
Also, you can move distributor items up and down by using the drag and drop feature.This field allows to specify the distributor name.
Specifies how many paths in percent to calculate using the selected distributor.
Specifies a randomization value for selected distributor.
Clicking button opens the following menu for choosing the type of distributor:
The Distributor generates a new directions from the GrowFX icon and can be used for generating a single plants.
Click this, and then select an object in the viewport to be used as target object to calculate the distance from this object to the GrowFX icon.
Displays the name of the picked object.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes the distance between GrowFX icon and target object to the Affect pipeline.
The distributor like all distributors have the following optional rollout:
Sets the number of starting paths.
Specifies the percentage of quantity randomness. Example: Count = 200, Chaos Count % = 50, in different points the quantity of starting paths will vary from 100 to 200.
Specifies the type of even distribution. It has two values: Circular and Angular.
Sets the angle divergence of even distribution.
Specifies the chaos deviation of angle divergence.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes the angle divergence for every starting path to the Affect pipeline. The original value range from 0.0 to (Angle divergence + Chaos angle) value.
Sets the angle of vector bend.
Specifies the chaos deviation of angle bend.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes the angle bend for every starting path to the Affect pipeline. The original value range from (Angle bend - Chaos angle) value to Angle bend value.
Specifies a crosscut offset of the start position.
Chaos of crosscut offset.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes the offset for every starting path to the Affect pipeline. The original value range from Offset value to (Offset + Chaos offset) value.
Specifies the angle of axial rotation of the main vector.
Specifies the angle of axial rotation.
Specifies the angle bend of the main vector.
Specifies the minimum angle bend of the starting vector going in random direction.
Specifies the maximum angle bend of the starting vector going in random direction.
How the distribution mechanism works at the Distributor in point point:
1. It detects the initial vector (1), depending on the distributor.Circular type of equal distributor:
Angular type of equal distributor:
Adds an object to the starting points list. Click this button, then in the viewport move the cursor over an object to add to the collection, and any object (node) can be used as a starting point.
Turns on Create Points mode. Manually place starting points by clicking in any viewport. In this mode the Exlevel Point Helper will be created.
Removes the point from the list.
Allows to choose points in the scene.
Click this, and then select an object in the viewport to be used as target object to calculate the distance from this object to the starting points.
Displays the name of the picked object.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes the distance between starting points and target object to the Affect pipeline.
Adds the path to the list. The system automatically determines availability of starting paths to prevent the user from the wrong choice.
Removes path from the list.
This parameter sets the number of nesting levels of the starting paths. For example, if you set the value to 3, a three-level twig structure will appear.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes its own level for every starting path to the Affect pipeline. The original value range from 1 to Levels value. For example, you can add an affect to the branch radius of the Mesh builder. And the branches on the first level will have a bigger radius, than the branches on the last level.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes its own position on the parent path for every starting path to the Affect pipeline. The original value range from 0 to 100%. For example, it can help to create long branches at the beginning of the trunk and short branches at the end of the trunk.
Specifies the number of the appeared paths at the distance Unit Calc in the Preference Parameters rollout. The button opens the Density Graph dialog.
Example: Density = 10, Chaos dens.% = 50, so the density varies from 5 to 10.
The main starting vector for the start of paths is directed along the parental path. This parameter shows at what angle the vector will turn for the next vector.
Start position in percent where branches start to distribute on the parent path.
Distance to the point where branches start to distribute on the path in the current 3ds Max® units.
When on, branches start to distribute instantly at the starting position.
End position in percent where branches stop to distribute on the parent path.
Distance to the end point of distribution of branches on the path in the current 3ds Max® units.
When on, only the last level of the parent path will be used. See the Levels parameter in Path distributor and Path position distributor.
How Range parameters works:
The same usage as in the Path distributor.
Adds position to the list.
Removes position from the list.
Start position on the path in percent.
Distance to the start position in the current 3ds Max® units.
Adds random variation to the position. For each position, you can specify different values.
Specifies the axial deflection angle of the starting vector. For each position, you can specify different values.
Specifies the angle bend of the starting vector. For each position, you can specify different values.
Specifies the percentage of the path length. For each position, you can specify different values.
Click this, and then select an object in the viewport to be used for starting paths.
Displays the name of the picked object.
The start occurs evenly among faces. Within the same face, the choice of the start position occurs randomly.
The choice of the starting point occurs randomly on all the surface of the object.
The distribution occurs randomly from the visible edges of the object.
The distribution occurs from the vertices of the object.
When on, the distribution will occur from the selected sub-objects only.
The type of path formation you specify determines the type of sub-object geometry used, as follows:
Opens the Affects parameters, where you can add one or more influences to other parameters.
In this case, as influencing parameter will be used the texture assigned in the Factor map in the Affects parameters. White areas of the texture will give the Factor value of 1.0, the dark - will give a value of 0.0.
Specifies the number of starting paths on the area, which is equal to Unit Calc * Unit Calc in the Preference Parameters rollout.
Allows to use the vertex colors as part of the distribution density. Where white color is used, the density will reach a value of Density, where black color is used, the density will be zero. Accordingly, it is possible to use the standard VertexPaint modifier to draw on the surface, specifying the place where paths appear.
Specifies the channel number.
Allows to use Red/Green/Blue sub-channels of the Vertex Color.
Specifies the channel to be used in the density map.
Click this, and then select an object in the viewport to be used as target object to calculate the distance from this object to the starting points.
Displays the name of the picked object.
Opens the Affects parameters, where you can add one or more influences to other parameters. This parameter passes the distance between starting points and target object to the Affect pipeline.
Evenly on Surface is on:
Random on Surface is on:
Along Visible Edges is on:
At All Vertices is on:
Use Selected SubObjects (example):
Texture Density (example):
Use Vertex Color (example):