GrowFX 2.0 User Manual

Surface distributor node

This distributor node generates new pathlines from the surface of any object, and can be used to model grasses or other plants growing from certain surfaces.



Pick Object

Click this, and then select an object in the viewport to be used for starting paths.

[None]

Displays the name of the picked object.



Path Formation group

Allows to specify the distribution principle on the object surface.

Evenly on Surface

The start occurs evenly among faces. Within the same face, the choice of the start position occurs randomly.

Random on Surface

The choice of the starting point occurs randomly on all the surface of the object.

Along Visible Edges

The distribution occurs randomly from the visible edges of the object.

At All Vertices

The distribution occurs from the vertices of the object.

Use Selected SubObjects

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:

  • Evenly on Surface - Faces
  • Random on Surface - Faces
  • Along Visible Edges - Edges
  • At All Vertices - Vertices
Parameter: Surface

The right connector allows to get the current level value for each starting line.

This value can be passed directly to any parameter, or through an influencing node, such as Affect or Math nodes.

In this case, as influencing parameter will be used the texture assigned in the Factor map in the Affect node parameters. White areas of the texture will give the Factor value of 1.0, the dark - will give a value of 0.0.

For more information, see Example of using Parameter: Surface.


Density

Specifies the number of starting paths on the area, which is equal to Unit Calc * Unit Calc in the Preference Parameters rollout.

Use Vertex Color

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.

Color Channel

Specifies the channel number.

Color Mask R/G/B

Allows to use Red/Green/Blue sub-channels of the Vertex Color.

Density map [None]

This button allows to use texture as density. Note that the density will be equal to Density parameter in areas with white texture.

The right connector allows to connect the UVW node.

Density Map ID

Specifies the channel to be used in the density map.



Distance to object group

Pick Object

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.

[None]

Displays the name of the picked object.

Parameter: Distance

The right connector allows to get the current value of the distance between starting points and target object.

This value can be passed directly to any parameter, or through an influencing node, such as Affect or Math nodes.

For more information, see Example of using Parameter: Distance.


Examples:

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):

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