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This node scatters plant species points defined by multiple Labs Biome Plant Define SOPs chained together or a Labs Biome Plant Definitions File SOP that is set to create geometry from a plant definitions file. These points contain attributes denoting their ideal conditions and tolerance level for factors including temperature and precipitation. The second input is a heightfield with biome attributes including temperature and precipitation, and other environmental attributes such as soil. This second input expects a heightfield generated by a Labs Biome Attributes to Terrain SOP followed by a recommended Labs Biome Attributes Evolve SOP. This node inserts the plant and heightfield attributes into a viability function to determine the viability of a species in an area. The function produces a species viability heightfield layer per plant species and these layers control the scatter density of the plant species. After an initial plant scatter, plant species in close proximity to one another compete for resources, and the strongest survive while the weaker species are culled. The third input expects a heightfield mask or geometry to build a mask from. This mask is subtracted from the soil mask and will exclude the scatter from those areas. The first output is a point cloud source for instancing and the second output is the heightfield that can optionally include all of the plant viability layers when Output Plant Viability Layers is enabled.
パラメータ ¶
Mode
Controls if terrain points are scattered on the input terrain or a test terrain, or alternatively, if a simple line-up of the plant inventory is displayed. Scattering on test terrain or displaying the plant inventory modes are used for experimenting with plant species and biomes before a terrain environment has been defined. Scattering on input terrain requires an input terrain while the other modes do not.
Scatter on Input Terrain: This mode scatters points onto the surface of the input heightfield based on the input heightfield layers: Temperature, Precipitation, and Soil.
Scatter on Test Terrain: This mode generates a test terrain with specified or existing biome attributes. Heightfield layers for Temperature and Precipitation are generated based on the Test Terrain parameters and Soil is filled with a value of 1.
Display Plant Inventory: This mode produces a line-up of each plant specie’s mesh variants alongside their corresponding dead mesh variants.
Spacing
The distance between plant species.
Test Terrain ¶
Size
Width and height of the test terrain heightfield, in meters.
Biome Attributes
Method for defining the test terrain biome attributes.
Specified: Biome attributes are manually set with Temperature and Precipitation parameters.
From Existing Biome: Biome attributes are read from an existing biome.
Gradient: Biome attributes are laid out with temperature increasing towards +X and precipitation increasing towards +Z.
Path to Biomes
Node path to the last Labs Biome Define SOP in a chain of nodes or a Biome Definitions File SOP set to create geometry from a biome definitions file. A list of biomes defined by this path will populate the Biome ordered menu.
Biome
The biome to read biome attributes from and apply to test terrain.
Temperature
Test terrain is filled with this temperature value.
Precipitation
Test terrain is filled with this precipitation value.
Temperature
Test terrain is filled with this temperature value.
Precipitation
Test terrain is filled with this precipitation value.
Scatter ¶
Post-processing ¶
Scale Multiplier
Factor by which all plant species are scaled.
Density Multiplier
Factor by which the density of all plant species is scaled.
Age Jitter
Scale of the offset to slightly alter the plant ages. Ages are jittered by a value of -0.5 to 0.5 times this scale. Jittering the age will introduce chaos and break up the artificial smooth profile of a forest. Age is then clamped between 0 and 1.
Global Seed
The random number seed used to scatter points. This seed will randomize the mesh variants, pscale, point positions, and more.
Mesh Variant Seed
This seed will randomize the mesh variants without affecting the pscale or position of the points.
Enable Mask
Enables the masking of points by the third input. A heightfield mask and/or geometry will be subtracted from the soil mask to prevent plants from scattering in the masked area.
Invert Mask
Enable to invert the mask of input 3. If enabled, the red areas of the input mask will be subtracted from the scatter.
Overlap ¶
Keep Plants by
Method used to determine which intersecting plant is kept and which is culled.
Greatest Age: Method for keeping points with the greatest age.
Greatest Viability: Method for keeping points with the greatest viability.
Random: Method for keeping points randomly.
Tree Tolerance
The distance in meters that trees are allowed to overlap each other. If the overlap distance of two tree bounds radii is greater than this value, they are considered intersecting and one of the trees is removed from the scatter.
Shrub Tolerance
The distance in meters that shrubs are allowed to overlap each other. If the overlap distance of two shrub bounds radii is greater than this value, they are considered intersecting and one of the shrubs is removed from the scatter.
Noise ¶
Noise Type
The type of noise to generate.
Element Size
Uniform scale of elements in the noise.
Offset
Offset within the evaluated noise field (added to each axis). If you have the general noise effect you want, but want to get a different set of values for a different look, try changing the offset.
Culling ¶
Enable Culling
Enables post-processing culling.
Cull Type
Method for culling.
Percentage to Keep: Method for culling by percentage.
Maximum Number: Method for culling by maximum number.
Maximum Number
Points exceeding this number are culled.
Percentage to Keep
Percentage of points that are not culled.
Incomplete Age Coverage ¶
Replace With
Geometry to reference if the current plant point’s age is not covered by the plant specie’s Normalized Age Range parameters defined by the Biome Plant Define SOP. Preview results with an Instance SOP.
No Geometry: Plant points are removed from the scatter.
Debug Spheres: The point’s instance attribute, Mesh Path, references a colored sphere. This geometry is useful for debugging.
Closest Age Mesh Variant: The point’s instance attribute, Mesh Path, references the mesh variant with the closest age range to the current plant point’s age.
Debug Sphere Color
A color value that is easily distinguishable from the color of plant mesh variants.
Debug Sphere Scale
The scale of the Incomplete Age Coverage debug sphere.
Invalid Mesh Path ¶
Replace With
Geometry to reference if the current plant point’s Mesh Variant is missing or invalid. Preview results with an Instance SOP.
No Geometry: Plant points are removed from the scatter.
Debug Spheres: The point’s instance attribute, Mesh Path, references a colored sphere. This geometry is useful for debugging.
Debug Sphere Color
A color value that is easily distinguishable from the color of plant mesh variants.
Debug Sphere Scale
The scale of the Invalid Mesh Path debug sphere.
Input ¶
HeightField Layers ¶
Temperature
The name of the temperature heightfield layer.
Precipitation
The name of the precipitation heightfield layer.
Soil
The name of the soil heightfield layer.
Output ¶
Detail Attributes ¶
meshvariantsdetailarray
Output the Mesh Variants detail string array.
Mesh Variants
Name of the Mesh Variants detail string array. A list of unique strings that are the instance references. These references should point to files on disk or op: operator references. Only the mesh variants present in the scatter are included in the Mesh Variants array.
ueassetdetailarray
Output the Unreal Asset Paths detail string array.
Unreal Asset Paths
Name of the Unreal Asset Paths detail string array. A list of unique strings that are the unreal instance paths. These references should point to the asset’s reference.
Point Attributes ¶
Mesh Path
Name of the mesh path point attribute, also known as the instance attribute.
outputunrealpath
Output the Unreal Asset Path point attribute.
Unreal Asset Path
Name of the Unreal Asset Path point attribute.
outputage
Output the Age point attribute.
Age
Name of the Age point attribute.
outputviability
Output the Viability point attribute.
Viability
Name of the Viability point attribute.
Enable Noise
Output the Noise point attribute. This attribute is set by the Noise settings under the Scatter tab.
Noise
Name of the Noise point attribute.
Enable Unique ID
Output the Unique ID point attribute. This attribute is unique per point.
Unique ID
Name of the Unique ID point attribute.
Enable Mesh ID
Output the Mesh ID integer piece attribute.
Mesh ID
Name of the Mesh ID integer piece attribute. This attribute is the enumeration of the Mesh Path attribute.
Enable Unreal Mesh ID
Output the Unreal Mesh ID integer piece attribute. This attribute is needed for the PCG Export SOP.
Unreal Mesh ID
Name of the Unreal Mesh ID integer piece attribute. This attribute is the enumeration of the Unreal Asset Path attribute.
Point Groups ¶
Plant Points Group
Output Plant Points group.
Plant Points
Name of Plant Points group. This is a group of all the points of the first output.
HeightField Layers ¶
Output Plant Viability Layers
Output a plant viability heightfield layer per plant species with the second output.
Prefix
String added at the beginning of each plant viability heightfield layer name. Name = Prefix + Species ID Name.
Visualize ¶
Points ¶
Visualize Points
Visualizes the points colored by their attributes.
Visualize Spacing Radii
Visualizes the circles representing the bounds radii and trunk radii of the points.
Color By
Attribute to color the points by.
Plant Species: Color by the Species ID Color defined by the Biome Plant Define SOP or assign random colors from the Species ID Name attribute when Assign Random Colors is enabled.
Mesh Path: Color by the Mesh Path attribute.
Viability: Color by the Viability attribute.
Age: Color by the Age attribute.
Assign Random Colors
Assign random colors from the Species ID Name.
Seed
Seed for the random colors.
Normalized Color Ramp
Control how colors map to attribute values. Colors on the left correspond to lower attribute values while colors on the right correspond to higher attribute values.
HeightField Layers ¶
Visualize Terrain
Visualizes the terrain. Note: If Mode is set to Display Plant Inventory there is no terrain to display.
Visualize Species Viability
Visualizes a Species Viability heightfield layer as a red mask. The more red, the more likely the plant species will be scattered in that area. Navigate to the Output tab and enable Output Plant Viability Layers to output these heightfield layers to the second output.
Species
The current plant species to visualize.
ローカル変数 ¶
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