-Poly-Area Weed generator.
-This tool works on polygons in foreground layer.
-Press "n" on your keyboard to get plugin panel
Polygons area is used by default to cover the whole mesh
and "space" to close plugin.
with grass, but WeedArea can also use points
Weight Map value as density information.-If you select some polygons in modeler, before launching
WeedArea, only selected polygons will be covered.
Reset
-Reset all settings to default values.Add Preset :
-All WeedArea settings values can be stored in a LightWave Preset.Preview Number :
-A moderated "Preview Number" is recommended for high polygons quantity.
MakeWeed :
-Render Weed geometry.
Grass Number :
-Quantity of Grass geometry rendered with "MakeFoliage" button.
Seed
-This change random numbers to make different Weed.
Density Weight Map :
-If you select a Density Weight Map, WeedArea will use this
Weight Map as density values for covering foreground's polygons.
-Without Density Weight Map, Weed cover is only based upon
foreground's polygons area.-Any Density Weight Map can be used,
note that modeler's map list is global, so foreground polygons
are not necessary mapped with the selected Weight Map.Map Coverage % :
-With a selected "Density Weight Map", and Map Coverage
set to less than 100%, polygons with no or null Weight Map
density value will also be covered with grass.Grass Distribution :
0% -> Uniform Distribution.
100% -> Max random deviation for grass.-If you get bad Distribution, try another "Seed" value. -Note that Density Weight Map is modified by random deviations.
Iteration :
-This multiply random deviations for "Grass Distribution".
Grass Type :
-This define grass base-points or base-polys to be extruded in segments.
-Basic-Weed, 2*points -> 1*quad-segment.
-Double-Weed, 3*points -> 2*quad-segment connected.
-Triple-Weed, 4*points -> 3*quad-segment connected.
-Double-Weed, 4*points -> 2*quad-segment disconnected.
-Quad-Weed, 5*points -> 4*quad-segment connected.
-Tri-Cone, Tri polygon.
-Quad-Cone, Quad polygon.
-Poly-Line. Point polygon.
-A custom object can also be used, if it is placed on a selected background layer.
The mesh must be centered on ground, in this case WeedArea works
as an ordinary random-cloner, with random rotations around
poly-normal.Grass Length :
-Length for build' in grass.Grass Width :
-Width for build' in grass.Grass Scale % :
-Global Scale for all grass.+/- :
-Add positive or negative random variation for "Grass Scale".Polygon Limit (%) :
-Polygons with normal superior to "Polygon Limit" angle,
will not be covered with grass.Size By Polygon
-Grass Scale "+/-" is set in relation with foreground
polygons area.
Polygons with smaller area have smaller grass.Grass Shape (%) :
-Adjustment for Grass Shape profile.Grass Bend (%) :
-Pitch angle percent for a grass-segments progressive inclination.+/- :
-Add positive or negative random variation for "Grass Bend".Grass Curling (%) :
-Pitch angle percent for grass-segments constant inclination.+/- :
-Add positive or negative random variation for "Grass Curling".Grass Crook (deg) :
-Add random distortion for grass-segments.
Add Packed UV
-Each grass UV Map is reduced and randomly placed in a grid.
So each grass can take different color from Texture mapping.
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Grid Level :
-Number of row/column for "Packed UV" grid.Morph Poses
-With custom grass shape placed in background layer,
and "Morph Poses" checked, grass can take randomly
various shape among all accessible endomorph for this grass.
In this case Endomorph Vertex Map will not be re-written
in grass.
-Note : Morph vmap must be set to "(base)" to prevent
confusion with custom grass shape.