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Sprout Mesh Generator Node

This element contains the instructions on how to mesh the various sprout groups on the tree structure.

Tree with sprout meshes showing lighting and textures applied.

Underlying mesh structure of the tree with two sprout groups (green and blue).

Meshes

List for all the mesh directives on sprouts. These items must be assigned to a sprout group in order to produce meshes to the sprouts belonging to the group, the color of this group is shown on the left side of each item. Items could also be left unassigned. All properties related to a mesh item can be modified by selecting the element on the list.

Sprout Group

List to change the assigned sprout group on a mesh item. Mesh items are required to be assigned to a sprout group in order to produce a mesh for sprouts belonging to the group.

Mode

Mesh modes provide different methods to create individual meshes for the sprouts. The mode available are:

Plane

Plane mode.

The simplest mesh, consist of a double-side plane for each sprout.

Cross

Cross mode.

Uses two double-side planes perpendicular to each other and intersected on their center.

Tricross

Tricross mode.

Uses three double-side planes intersected on their center to create a mesh for each sprout.

Billboard

Billboard mode.

Sets a mesh per sprout that always looks at the camera. This mesh mode requires that the sprout group has also assigned at least one texture.

Mesh

Mesh mode.

Uses a GameObject containing a Mesh object as reference to create each sprout mesh.

X Plane

X plane mode.

Uses a plane that might turn into a pyramid shaped mesh assigning a depth value to its center.

Common properties

The following properties are used by most of the mesh modes and are used basically to modify the dimensions of the mesh depending on the sprout position or their assigned texture.

Width and Height

Dimensional values for the unscaled 2D plane used to build each sprout mesh. These properties are used on plane based modes (plane, cross, tricross, billboard and x plane).

Override with Texture Height

When a texture is assigned to a sprout group it might have a different width/height ratio than the one used at its mesh item. When the “override with texture height” is set to active then only the width dimensional value is taken to create the the unscaled 2D plane on the meshes and the height dimensional value is calculated based on the assigned texture width/height ratio.

Scale at Base, Scale at Top and Scale Curve

The scale value is used as a dimensional multiplier for all meshes. The scale value can be assigned for sprouts at the base or top of their parent branch, with a curve to control the transition between these two values.

Plane mesh with width = 1, height = 1, scale at top = 1 and scale at base = 1.

Plane mesh with width = 1, height = 1, scale at top = 1 and scale at base = 4.

Scale at base = 4, scale at top = 1. Transition with a linear curve.

Scale at base = 4, scale at top = 1. Transition with a ease in curve.

Scale at base = 4, scale at top = 1. Transition with a ease out curve.

Horizontal Align at Top, Horizontal Align at Top and Horizontal Align Curve

Usually sprout meshes are aligned to their parent branch direction as its upward vector. The horizontal align value is used to extrapolate the upward direction as the against gravity vector (for plane meshed it keeps them facing upwards). Horizontal alignment values could be assigned for sprouts at base or top of their parent branch and a curve is used to ease these values.

Horizontal align = 0, the sprout meshes point upwards to their parent branch direction.

Horizontal align at base = 0 and at top = 1, the sprout meshes at top point more towards the against gravity direction.

Horizontal align at base = 1 and at top = 1, the sprout meshes along the branch point more towards the against gravity direction.

X plane mode, horizontal align at base = 1 and at top = 1, the sprout meshes along the branch point more towards the against gravity direction.

Billboard Mode

Billboard mode keeps a textured sprout mesh looking always toward the camera.

Billboard at Origin

The origin of the billboard is a the center of the sprout mesh height; if “billboard at origin” is active then the origin for the billboard is the origin of the sprout.

Textured billboard meshes with origin at the midpoint of the sprout.

Textured billboard meshes with origin at the origin point of the sprout.

Rotation at Top, Rotation at Origin and Rotation Curve

Rotation value is used to give billboards along a branch an angular variation. The rotation value can be set for sprouts at the base or at the top of a branch, with a curve to ease values between these two points.

Billboards with rotation at top = 2 and rotation at base = -2.

Mesh Mode

Takes a custom mesh as reference for building all the sprout meshes assigned to this group. The UV mapping from the reference mesh is taken as it is and copied to the new meshes. If the original material of the custom mesh has to be kept then it should be assigned so on the Sprout Mapper node on the pipeline.

Mesh

Game object containing the mesh to be used as reference to build the sprout meshes.

Mesh Scale

Scale value for the reference mesh, note that this value is going to add up to the “scale” value shared by all other meshing modes.

Custom mesh mode with mesh scale = 1.

Custom mesh mode with mesh scale = 2.

Mesh Offset

A Vector3 value used to offset the center the custom mesh. Normally the absolute center of the custom mesh is used as the origin for the built sprout mesh, unless this offset is assigned. The offset values are affected by the common scale value shared by all other meshing modes.

Custom mesh with no offset.

Custom mesh with offset on the z axis = 1.

X Plane Mode

Uses a plane that might turn into a pyramid-shaped mesh assigning a depth value to its center.

Depth

How deep the center of the plane is in reference to its borders.

X planes with depth = 0.

X planes with depth = -1.5.

X planes with depth = 3.

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