Broccoli Tree Creator 使用说明 5_2、Branch Mapper Node(分支映射节点)

Branch Mapper Node 分支映射节点

此映射器用于为树的分支结构网格的设置UV映射。为了使用材质正确渲染网格,进行映射是必要的。

Use Custom Material 使用自定义材质

Checking this option allows the selection of a custom material to be applied to the branch structure mesh. If this option is not checked then the mapper will create a material from the textures set on them.

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Mapping using a custom material on the mesh.

Main Texture

The main texture on the material. Is advisable that the texture is marked as readable for the texture atlas creation process when exporting a tree to a prefab.

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Mapping with main texture applied.

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Main texture.

Normal Texture

The normal texture on the material. This texture should be marked as a normal map to be usable on the material and be readable for the texture atlas creation process when exporting a tree to a prefab.

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Mapping with main texture and normal texture applied.

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Normal texture.

Mapping X Displacement

The x displacement twists the UV mapping around the branches. This is useful to disrupt visible repeated patterns when using seamless textures or to get interesting effects with the texture.

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UV mapping with X displacement = 0.5.

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UV mapping with X displacement = -2.

Mapping Y Displacement

The y displacement squeezes or lengthens the UV mapping along the branches. Both x and y displacement values can be combined to obtain a desired UV mapping on the branch structure mesh.

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UV mapping with Y displacement = 3.

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UV mapping with Y displacement = -2.5.

Is Girth Sensitive

Checking this option turns the UV mapping responsive to branch girth chances along the branch structure mesh.

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UV mapping with girth sensitivity turned on.

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