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.

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.

Mapping with main texture applied.

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.

Mapping with main texture and normal texture applied.

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.

UV mapping with X displacement = 0.5.

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.

UV mapping with Y displacement = 3.

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.

UV mapping with girth sensitivity turned on.

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