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Advanced Factory Options

The Advanced Factory Options side panel is displayed when clicking on the Advanced Options button on the main side panel.


The Advanced Factory Options side panel is displayed when clicking on the Advanced Options button on the main side panel.

Advanced Options

Factory Scale: controls the scale of the produced tree. Values within the pipeline elements remain the same but the final tree mesh is multiplied by this factor.

Regenerate Preview: commands the factory to build anew the preview tree using the same set of instructions without applying randomization. For example, this is useful to build new materials when switching Scriptable Render Pipelines. 

Prefab Options

These options describe how the prefab creation process should handle resources such as textures, materials and atlases.

  1. Shader. Selects the prefered shader flavor to use on the materials. Either if you let the factory build the materials or you assign custom ones, the parameters to set on their shaders are set based on this option. The final shader flavour to use depends on your Unity version, if the one selected is available then that is the shader the factory will use, if the prefered shader flavor is not available then a fallback version is going to be used. The available shader flavors and their fallback order is:
    1. SpreedTree8 (or similar),
    2. SpeedTree7 (or similar) and
    3. TreeCreator (or similar).

When selecting an option for a compatible shader type (like SpeedTree8 compatible) you should provide these shader in an additional field that will appear right beneath this option; the properties of this shader will be set just like if it what the one that comes with Unity (either a SpeedTree or TreeCreator compatible). One thing to consider is: although Broccoli Tree Creator supports SRP (Scriptable Render Pipeline) shaders, some of these shaders do not support global illumination on trees, so you need to use a custom shader to have proper illumination (otherwise the trees will have hard pitch black shadows).

Clone assigned custom materials inside prefab. When mapping elements within the pipeline have reference materials assigned to be applied to the final tree prefab, this option clones those materials and makes them part of the hierarchy of the resulting prefab.

Clone assigned custom materials inside prefab. When mapping elements within the pipeline have reference materials assigned to be applied to the final tree prefab, this option clones those materials and makes them part of the hierarchy of the resulting prefab.

Copy bark textures to prefab folder. If a texture is assigned to be applied to the tree trunk, this option copies that texture to the prefab folder. If the option is unchecked then the material used to create the bark points to the original assigned texture. Leaving this option unchecked is useful to let several tree prefabs share the same bark texture on their materials.

Create texture atlas for sprouts. When using several textures assigned to the sprout groups this option creates a texture atlas to be used by the prefab materials.

Atlas Size. Sets the dimensions for the sprout texture atlas.

Prefab Meshes

Strict low-poly prefab mesh generation (no LODs). The meshes generated on the prefab have the minimum required number of polygons to make the tree structure.

Use LOD groups on final prefab. The produced prefab has two LOD meshes as part of the asset.
Re-position prefab mesh to zero if the tree has a single root. When using custom positions to spawn trees the mesh generated have an offset relative to the tree factory position; this option sets the tree mesh origin back to zero.

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