Procedural Model

Overview

This function allows you to create a 3D model by simply adjusting the parameters. Normally, you would need to use other software to create a 3D model, but you can create a simple 3D model within Effekseer.

Parameters

Type

Specifies the type of mesh to be generated.

Mesh

Generates the outer mesh of a sphere or cylinder, depending on the specified parameters. Basically, it generates a rotating object about an axis.

Region (angle)

Specifies the region of rotators to be generated. Normally, it is a circle, but it can be made into a cut out part of it.

../../_images/Angle.png
Division

The number of divisions of the mesh.The larger this value is, the smoother it becomes.

../../_images/Division.png

Rotated angle

Twist the mesh.

../../_images/Mesh_Rotated.png

Ribbon

Generates a shape that looks like it wraps around the mesh.

Cross-section

Specify the shape of the ribbon section.

  • Plane

../../_images/Ribbon.png
  • Cross

../../_images/Ribbon_Cross.png
  • Point

It is not displayed as a mesh, but can be used as a parameter for the spawn method.

../../_images/Ribbon_Point.png
Rotated angle

Specifies the amount of angle at which the ribbon rotates about its axis.

../../_images/Ribbon_Rotation.png
Thickness of ribbon

Specifies the thickness of the ribbon at the start and end points.

../../_images/Ribbon_Thickness.png
Angles of ribbon

Specifies the amount of rotation from the viewpoint to the end point per ribbon.

../../_images/Ribbon_Angle.png
Noises to length

Move the ribbon and the start and end points randomly.

../../_images/Length_Noise.png
The number of ribbons

Specifies the number of ribbons.

../../_images/Ribbon_Count.png

Shape Type

Specify the mesh shape of the actual model to be generated.

Sphere

Sphere. You can specify which region of the sphere is to be specified.

../../_images/Sphere.png

Cone

Cone. Radius and depth can be specified.

../../_images/Cone.png

Cylinder

Cylinder. You can specify different values for the top and bottom radii of the cylinder. It can also be made into a disk by setting the depth to 0.

../../_images/Cylinder.png

Spline

This is a rotator with four points specifying the sides. This is useful for expressing tornadoes, auras, etc.

../../_images/Spline.png

Axis

Specifies in which direction the mesh will be generated.

../../_images/Axis.png

Noise

It distorts the generated shape.

Tilt-noise

Causes the mesh to tilt at each axial position. It is suitable for creating meshes that are diagonal in each part, such as tornadoes.

../../_images/Tilt.png

Wave noise

Shake each position of the model with a wave. It is good for generating meshes that look like they are shaken by waves at regular intervals.

../../_images/Wave.png

Curl-noise

For each position of the model, distort it in a random direction.

../../_images/Curl.png

Vertex color

Specify a color for each position and interpolate the colors between them.

../../_images/VertexColors.png

Position of center area

Specifies the position that the center specified by the vertex color indicates on the mesh.

../../_images/VertexColors_CenterPosition.png

Rate of center area

Specifies how much the center color specified by the vertex color will occupy the center area. The larger this value is, the more area the central vertex color occupies.

../../_images/VertexColors_CenterArea.png

Vertex Color Noise

Adds colorful noise to the vertex color.

../../_images/VertexColors_Noise.png

UV

Specifies the UV region to use for the mesh.