Allows to manage the list of Mesh builders.
Creates a new Mesh builder.
Deletes selected Mesh builder.
Makes a copy of the selected Mesh builder into the copy buffer.
Pastes the Mesh builder from the copy buffer.
Pastes an instance from the copy buffer.
Makes the Mesh builder unique.
Also, you can move the Mesh builder items up and down by using the drag and drop feature.
To the left of each Mesh builder, you can see the bulb icons that allows to enable or disable Mesh builder.
This field allows to specify the name of the Mesh builder.
Clicking button opens the following menu for choosing the type of the Mesh builder:
The cylinder mesh builder is intended for creating trunks (stems), branches with a simple shape. This builder is fairly fast and suitable for creating many branches where there is no need to stitch them seamlessly together. For tree trucks, larger and more visible branches, you can use Meta mesh.
Specifies the radius of a cylindrical surface, button opens the Radius Graph dialog.
Specifies the number of cylinder faces. This parameter is available when the Optimize faces option in the Optimization group is off.
Specifies the minimal radius.
Specifies the minimum number of faces, but not less than 3.
This parameter allows to enable the automatic radius reduction mode depending on the Cylinder mesh or Meta mesh radii of the parental paths. If the parental path has several customized Cylinder meshes or Meta meshes, then the first enabled builder is chosen.
This parameter creates radii, which are always smaller than the radii of the parental path. This works even if the radius is set to be bigger than the radius of the parental path. The exception can be the restriction of the minimal radius - Min radius.
Allows to optimize mesh.
Enables optimization.
Specifies the polygon size during the building process. If the circle cylinder length is more than this value, then the number of faces will be calculated from this value. If the circle length is less than this value, then only three faces will be built and the face will be less than Face size.
This parameter allows to enable the override steps, so it allows the user to change the number of polygons along paths.
Specifies the new step of the current path. This parameter is available when the Override steps option is on.
Represents extra settings of a cylinder body, its start and end.
Specifies the material identifier of a cylinder body. The button opens the corresponding Chaos Material ID parameters.
Creates a flat cap start of a cylinder.
Creates a spherical cap start of a cylinder. A cylinder is built in such a way that the resulting sphere comes as a continuation of a cylinder.
Specifies the material identifier of the cylinder's cap start. It is available when you have chosen Planar cap start. The button opens the Chaos Material ID parameters.
Creates a flat cap end of a cylinder.
Creates a spherical cap end of a cylinder.
Specifies the material identifier of the cylinder's cap end. It is available when you have chosen Planar cap end. The button opens the Chaos Material ID parameters.
Allows to adjust the radial offset of the cylinder, or apply the displacement maps.
Specifies the radial displacement. There is an opportunity to use only the Graph dialog, so the Radial offset Graph allows to adjust the value range of the displacement along the circumference.
Specifies the general scale offset. While using the Graph dialog, the graph itself will vary the scale along the path's length.
Assigns a displacement map from a selection dialog. After you make a valid choice, these buttons display the name of the bitmap or map. This button is labeled "None" until you choose a map.
This button opens an additional parameter rollout for customizing the UVW-coordinates for displace map of received surface.
Allows to configure the Vertex color parameters. The button - opens the corresponding Vertex color parameters.
Opens an additional parameters rollout of UVW-coordinates of received surface.
The Meta mesh builder is intended for creating trunks and branches with a complex shape by stitching them to each other smoothly to create a single surface.
This button opens an extra window with global Meta mesh parameters.
Cylinder surface radius, button opens the Radius Graph dialog.
Minimal radius.
Minimal number of sides in a circle, no less than 3.
This option allows to enable the automatic radius reduction mode depending on the Cylinder mesh or Meta mesh radii of the parental paths. If the parental path has several customized Cylinder meshes or Meta meshes, then the first enabled builder is chosen.
This option creates radii, which are always smaller than the radii of the parental path. This works even if the radius is set to be bigger than the radius of the parental path. The exception can be the restriction of the minimal radius - Min radius.
Allows the user to set up a particular behavior of part of the meta surface that belongs to the current path.
Surface identifier. A single GrowFX object can simultaneously build several independent meta surfaces which do not come into contact with each other. For this separation of meta surfaces, you can use this parameter, entering different values for the identifier. Accordingly, when you enter similar values of this parameter for different paths, their surfaces combine into a single meta surface.
Nominal size of a face during building. The actual size of a face can be smaller if the radius on this area of a surface is less than this value.
Type of operation on surfaces:
- adding surfaces. This mesh is added to the common meta surface.
- subtracting surfaces. This mesh is subtracted from the common meta surface.
This parameter allows you to specify the weight of that part of a meta surface that belongs to the current path. This parameter is available when Build simple cylinder is disabled.
This parameter can be used to specify the UVW weight of that part of a meta surface that belongs to the current path, i.e. the higher the value, the more adjoining faces get UVW coordinates from the current path.
If the option is on, a simple cylinder as in the Cylinder mesh algorithm will be built on all those areas that do not come into contact with anything. This feature allows you to minimize the time of building the entire tree considerably.
This parameter allows to enable the override steps, so it allows the user to change the number of polygons along paths.
Specifies the new step of the current path. This parameter is available when the Override steps option is on.
This option allows you to stop stitching as soon as a surface of the current path loses contact with other surfaces. Basically, it is used for branches that grow from a trunk and must not come into contact with anything else. This option is available when Build simple cylinder is enabled.
When using Stop stitching, specifies the position on the path in percent after which it is possible to stop stitching.
When using Stop stitching, specifies some radius. If the mesh radius is less than this value, the stitching at this area will not performed.
The latter options can be used to optimize and build a surfaces much quicker. For example, the radius of a branch decreases by length, and when the length reaches 70%, the radius is so small that it is impossible to notice stitched surfaces with other branches. Consequently, if you set After pos to 70%, you disable further stitching of this tree with others.
Stop stitching By Radius allows more easily optimize the calculation of metamesh.
When on, the children branches are not stitch together, when stitching is stopped on the parent branch.
Assigns a displacement map from a selection dialog. After you make a valid choice, these buttons display the name of the bitmap or map. This button is labeled "None" until you choose a map.
This button opens an additional parameter rollout for customizing the UVW-coordinates for displace map of received surface.
Specifies the general size of displacement. While using the Graph dialog, the graph itself will vary the size along the path's length.
The Advanced parameters group, Vertex color and UVW Mapping are the same as for Cylinder mesh.
Some examples of using Meta mesh parameters:
Build simple cylinder is off:
Build simple cylinder is off:
Meta weight for subtracted part is set to 1.0 (default):
Meta weight for subtracted part is set to 5.0:
UVW weight for the trunk is set to 100% (default):
UVW weight for the trunk is set to 200%:
Stop stitching is off:
Stop stitching for branches is on:
Stop stitching is off:
Stop stitching for the trunk is on and After pos is set to 70%:
Stop stitching for the trunk is on and By Radius is set to 1.0:
Stop stitching for children is off:
Stop stitching for children for the trunk is on:
This parameter can be used to set a maximal number of iterations for building a meta surface. If there are not enough iterations, a surface remains incomplete. The value is also important for the progress bar of building a meta surface.
This parameter allows you to specify the minimum faces size. This helps protect the system from extra small faces, which may lead to system crash.
Allows setting up the algorithm of creating UVW Mapping.
This option allows you to on/off the algorithm of creating UVW Mapping.
When on, the algorithm rebuilds very large triangles in UVW space. They will be created based on optimal sizes of triangles in this area.
When on, the algorithm rebuilds very small triangles in UVW space. They are also created based on the optimal sizes of triangles in this area.
If some faces have a very distorted texture, you can try to use these options.
Specifies the starting angle of an imaginary path across the main path.
Specifies the starting angle of an imaginary path along the main path.
Specifies the general orientation of the leaves.
Specifies the number of faces on imaginary path's length. This parameter is available when the Optimize faces option in the Optimization group is off.
Specifies the width of leaf, or the imaginary path's length.
When on, the leaf width is directly proportionally to its length. The initial length is taken as a path length. Accordingly, reducing the leaf length using Affects, its width will also decrease.
Allows to optimize mesh.
Enables optimization.
Specifies the face size during the building process.
This parameter allows to enable the override steps, so it allows the user to change the number of polygons along paths.
Specifies the new step of the current path. This parameter is available when the Override steps option is on.
With this option, the number of polygons along paths is equal to count points on the Width Graph. This parameter is available when the Override steps option is on.
When on, the central edge will be deleted.
Allows to set up the angles of incremental imaginary paths.
Specifies the incremental angle of animaginary path across the main path.
Specifies the incremental angle of an imaginary path along the main path.
Assigns a texture map from a selection dialog. After you make a valid choice, these buttons display the name of the bitmap or map. This button is labeled "None" until you choose a map. These settings help to create the unevenness on the edges of the leaves.
This button opens an additional parameters rollout for customizing the UVW-coordinates for the incremental angle map.
Specifies general scale of incremental angle. When using the Graph dialog, the graph itself will vary the scale along the path's length.
Allows to set up surface parameters.
Specifies the material identifier. The button opens the Chaos Material ID parameters.
Opens an additional parameters rollout of UVW-coordinates of received surface.
Allows to configure the Vertex color parameters. The button - opens the corresponding Vertex color parameters.
It flips the direction of leaf surface normals. Accordingly, the front side of the leaves becomes the inside side.
Generates a two-sided leaves. Used mainly for game development.
This builder creates the surface in the following way:
Imaginary paths grow in two opposite directions from each node point of the path. The paths grow at the particular angles (a) and (b) with a definite step (f) or (if Optimize is off) (e/d), turning at the angles (h) and (i) and moving as far as the distance (e). If Override steps is on, the steps (g) will be recalculated.
By setting up the appropriate parameters, the user can build a great variety of leaves.
Some examples of using Leaves mesh parameters:
Scale proportionally is off:
Scale proportionally is on:
Examples of using By Width Graph Points:
This builder allows to use the custom objects taken from other objects as instances.
Specifies the object position on the path in percent.
Specifies the object scale in percent.
Allows to set random scale of objects in percent.
Sets time for an animated object and allows shifting objects in time.
Allows to manage the objects list.
Click this button, and then click to select an object in your scene.
Deletes a selected object from the list.
Extracts an instance of the selected object. Choose an object in the list to enable this button.
Specifies the count rate in percent for each listed object.
All objects from the hierarchy of a selected object are used.
This option helps to combine received meshes into one mesh. When off, the objects are displayed separately. On the one hand, calculation will be faster. On the other hand, too many objects will be displayed slower in Viewport. For faster display, it is recommended to enable Display as bounding box or One BBox for hierarchy.
Deforms an object along path directions.
Allows to configure the Vertex color parameters. The button - opens the corresponding Vertex color parameters.
Displays objects as boxes in Viewport.
Displays objects for the entire hierarchy as a single box.
GrowFX collects all information on materials on objects, creates a new multimaterial and assigns it to itself.
Updates this multimaterial. Updates must be performed if:
To reset changes and return to the previous material that was assigned before a multimaterial was generated.
The Current time parameter can be used in the following way:
Obviously, it can be used not only in animation but also in creation of static plant models, creating flowers at different stages of blossoming. It looks much more realistic.
Generates instances in the current frame. Instances becomes as independent objects.
This builder allows to build simple leaves.
Specifies the leaf size.
Specifies the length/width ratio.
Specifies the leaf's position on the path in percents.
Specifies the material identifier. The button opens the Chaos Material ID parameters.
Allows to configure the Vertex color parameters. The button - opens the corresponding Vertex color parameters.
Allows to choose the type of the leaf by pressing the corresponding buttons. The number on the button demonstrates how many polygons the object of the given type has.
It flips the direction of leaf surface normals. Accordingly, the front side of the leaves becomes the inside side.
Generates a two-sided leaves. Used mainly for game development.
Sets up parameters of U-Coordinate or circle length coordinate for Cylinder mesh or Meta mesh, or leaf's width for Leaves mesh.
Enables the usage of the absolute width value of the texture map. The Width parameter will be available.
Specifies the absolute width value.
The number of times the texture image is repeated along the width.
Reverses the direction of the map along the width.
Specifies the width offset.
Activates the alignment texture along the width of the leaf. At the beginning and at the end of a leaf and also in its narrow places the texture is shrinking. Available for Leaves mesh only.
Activates the alignment of the texture along the edge of the leaf. The texture is not shrinking here. It is available when the Align width is on, and also for Leaves mesh only.
Sets up parameters of V-Coordinate or coordinate along the path's length.
Enables the usage of the absolute length value of the texture map. The Length parameter will be available.
Specifies the absolute length value.
The number of times the texture image is repeated along the length.
Reverses the direction of the map along the length.
Specifies the length offset.
Enables scaling of texture coordinates by length depending on the radius of Cylinder mesh or Meta mesh.
Sample of using Align width and Along edge:
Source texture:
Align width and Along edge is off:
Align width is on, Along edge is off:
Align width and Along edge is on:
Sample of using Scale length by Radius:
These settings allows the user to manage list of material IDs.
Adds an additional material ID to the list.
Deletes the material ID from the list.
Specifies the material ID.
Allows the user to specify the count rate in percent for every identifier in the list.
Allows to configure the color for the entire element of the mesh surface, it maybe the trunk, branch or leaf.
Turn the Coloring elements on or off, making it active or inactive.
Use the drop-down list to choose how the color of this setting interact with those in overlying colors. The following modes are supported:
Moves this rollout up towards other rollouts. This will change the order of blending colors. This button is disabled when the rollout at the top.
Moves this rollout down towards other rollouts. This will change the order of blending colors. This button is disabled when the rollout at the bottom.
Sets a weight for this colors. It's like a transparency, when mixed with the color from VC:Coloring elements. The button opens the Weight Graph dialog.
Specifies the position in percent between Main color and Target color.
Specifies the chaotic offset from position to the main color.
Allows to configure a colors along paths by using gradient, for example along the trunk, branches or leaves.
Turn the Coloring along paths on or off, making it active or inactive.
Use the drop-down list to choose how the color of this setting interact with those in overlying colors. The blending modes are the same as in the VC:Coloring elements: Normal, Darken, Multiply, Color Burn, Linear Burn, Lighten, Screen, Color Dodge, Linear Dodge, Overlay, Soft Light, Hard Light, Vivid Light, Linear Light, Pin Light, Difference, Exclusion.
The default setting is Normal.
Moves this rollout up towards other rollouts. This will change the order of blending colors. This button is disabled when the rollout at the top.
Moves this rollout down towards other rollouts. This will change the order of blending colors. This button is disabled when the rollout at the bottom.
Sets a weight for this colors. It's like a transparency, when mixed with the overlying color. The button opens the Weight Graph dialog.
Allows to configure the gradient colors along paths. The effect of the gradient moves from down (start point) to up (end point).
By default, two flags appear along the left edge of the gradient. Each flag controls a color. The gradient can have any number of flags.
The user can add new flags, drag and change color for existing flags. To add a new flag, left-click on the color field. To change the color, double-click on the flag. The start and end flags cannot be moved. To remove the flag drag it outside up or down of the gradient.
Allows to inherit the vertex colors from the vertex colors of parent paths.
Turn the Inherit from parent on or off, making it active or inactive.
Use the drop-down list to choose how the color of this setting interact with those in overlying colors. The blending modes are the same as in the VC:Coloring elements: Normal, Darken, Multiply, Color Burn, Linear Burn, Lighten, Screen, Color Dodge, Linear Dodge, Overlay, Soft Light, Hard Light, Vivid Light, Linear Light, Pin Light, Difference, Exclusion.
The default setting is Normal.
Moves this rollout up towards other rollouts. This will change the order of blending colors. This button is disabled when the rollout at the top.
Moves this rollout down towards other rollouts. This will change the order of blending colors. This button is disabled when the rollout at the bottom.
Sets a weight for this colors. It's like a transparency, when mixed with the overlying color. The button opens the Weight Graph dialog.
Inherited color will be applied to the entire element.
Inherited color will be applied along the path, as a continuation of the parental colors.
Allows the user to see the vertex colors in the viewport. It is like a Display panel > Display Properties rollout > Vertex Colors.
When on, shaded viewports add shading to the vertex coloring. When off, colors are unshaded.
How to work the VC: Coloring elements:
Some examples of using Vertex color parameters:
Example of using the VC: Coloring elements:
Example of using the VC: Coloring along paths:
Example of using the VC: Inherit from parent Coloring elements is on:
Example of using the VC: Inherit from parent Coloring along paths is on: