class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3D GrassPatch
IDisposable Creates a grass patch 3D model asset. The GrassPatch has various settings to create a different styles of grass. It allows to change the shapes of the blades, their number and distribution, their triangle count, rotation and scale, LOD levels and much more.
public MeshInstance3D output<>():MeshInstance3D public
The output where the mesh is stored, gets generated automatically.
public int seed<>():int public
The seed for the randomizers
public Material material<>():Material public
The material the grass will be assigned
public float patchSize<>():float public
Patch size for x and z
public float patchSizeX<>():float public
Additional patch size for x
public float patchSizeZ<>():float public
Additional patch size for z
public Vector2 patchOffsetPosition<>():Vector2 public
Patch offset in x/z
public bool centerPatch<>():bool public
If centerPatch is on, the patch will be centered automatically
public float patchScale<>():float public
Scales the complete mesh with patchScale
public float centerPatchComputationHeightTreshold<>():float public
If on, this determines which vertices should be counted to compute the center of the patch.

All vertices in y that are below, will not count to compute the center. This can be usefull to align more to the upper more visible parts, it usually has only a small impact.

public int blades<>():int public
The number of blades it will generate in x and z
public int bladesX<>():int public
Additional number of blades it will generate in x
public int bladesZ<>():int public
Additional number of blades it will generate in z
public int X_numBlades<>():int public
This is an output/debug property, and will show how many blades were created
public int bladeSegments<>():int public
This defines the number of segments (vertical divisions) for each blade.
public bool createBackFaces<>():bool public
This generates back faces, if it is disabled the material should not use backface culling
public bool allowTrianglesOnEnds<>():bool public
If on, this allows the ends of the blades to be merged as triangles instead of quads.

This is usefull for creating very low poly grass blades with only one triangle. The width of the blade needs to be very close to zero at the start or end to be applied.

public int X_numTriangles<>():int public
This is an output/debug property, and will show how many triangels were created
public Curve bladeSegmentMapping<>():Curve public
Allows to use a non-linear distortion for the segmentation.

Normally, the blade shapes are segmented by taking an equal distance of divisions throughout the height of the blade. But since this low poly shapes won't be represented well with this approach, zhis setting allows to distort the segmentation, some shapes are better represented with it.

public int uvSegmentColumns<>():int public
The number of splits in U for the blades, when generating the uv coordinates.

This allows to use multiple regions for the blades, so that blades can have different material settings.

public int uvSegmentRows<>():int public
The number of splits in V for the blades, when generating the uv coordinates.

This allows to use multiple regions for the blades, so that blades can have different material settings.

public Curve uvSegmentWeightsClose<>():Curve public
The distribution for the UV region selection.

This will change the propability of the uv regions, so that some regions can be used more often than other regions.

public Curve uvSegmentWeightsFar<>():Curve public
The distribution for the UV region selection for blades outside the center.

This will change the propability of the uv regions outside the center. This allows to have different distribution dependening on the position.

public float uvSegmentDistortion<>():float public
Blending factor between undistorted and distorted U mapping.

This warps/pulls the strength of the close or far distribution.

public float uvSegmentMaxRange<>():float public
Defines how far the U mapping can distort.
public Curve bladeHeight<>():Curve public
Defines the height of the blades, the curve defines the random distribution.

The total y size is sum of the blade height and baldInGround.

public Curve bladeInGround<>():Curve public
The amount the blade is continued below 0 in y. See also bladeHeight.
public Curve bladeWidth<>():Curve public
The width of the blade defined over its height.
public Curve bladeWidth2<>():Curve public
Optional: A second width (as randomizer) of the blade defined over its height.

The randomizer chooses a blend value before the creation and will use the resulting curve as width. This means it will not randomly jump between the first and second width, but uses an interpolated curve.

public Curve bladeBending<>():Curve public
public Curve bladeBending2<>():Curve public
public Curve bladeTwisting<>():Curve public
public Curve bladeTwisting2<>():Curve public
public Curve rolling<>():Curve public
public Curve rolling2<>():Curve public
public Curve positionJitter<>():Curve public
public Curve positionJitterX<>():Curve public
public Curve positionJitterZ<>():Curve public
public Curve bladeScale<>():Curve public
public Curve scaleByDistanceX<>():Curve public
public Curve scaleByDistanceZ<>():Curve public
public Curve xRemapper<>():Curve public
public Curve yRemapper<>():Curve public
public Curve zRemapper<>():Curve public
public Curve scaleXZForY<>():Curve public
public Curve scaleXForY<>():Curve public
public Curve scaleZForY<>():Curve public
public Curve yawRotation<>():Curve public
public Curve randomRotation<>():Curve public
public Curve vertexTurbulenceAmount<>():Curve public
public Curve vertexTurbulenceScale<>():Curve public
public Curve vertexTurbulenceScaleX<>():Curve public
public Curve vertexTurbulenceScaleY<>():Curve public
public Curve vertexTurbulenceScaleZ<>():Curve public
public Curve normalBlending<>():Curve public
public Curve normalBlendingAmountOverY<>():Curve public
public Vector3 normalBlendingDirection<>():Vector3 public
public float filterTreshold<>():float public
public Vector2 filterScale<>():Vector2 public
public Vector2 filterOffset<>():Vector2 public
public Vector2 positionToFilter<>():Vector2 public
public GrassPatchLODLevel[] lodLevels<>():GrassPatchLODLevel[] public
public int currentLODLevel<>():int public
public bool generateLODMesh<>():bool public
public float customLODEdgeLength<>():float public
public int lodLerpSteps<>():int public
public Curve lowCurve<>():Curve public
public Curve highCurve<>():Curve public
public bool isCreating<>():bool public
public GrassPatch GrassPatch<>():GrassPatch public
public Callable get_openHelpButton<>():Callable public
public Callable get_createButton<>():Callable public
public int ComputeNumBlades<>():int public
public int ComputeNumTriangles<>():int public
public Task CreatePatch<>( String patchName=, patchName:String=, ):Task public



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