z_GEN_BRICKMAIN_01

z_GEN_BRICKMAIN_01

z_GEN_STAIRWAY

generate stairway made of stone bricks , from input curve or ramp parameter

z_GEN_STAIRWAY

z_GEN_STAIRWAY

z_GEN_STAIRWAY

z_GEN_STAIRWAY

z_GEN_STONE_BRICK_CIRCLE

z_GEN_STONE_BRICK_CIRCLE

z_CURL_LINES_THEN_PLACE_SPIRALS

creates curllines on the surface of mesh then copies spirals to the geometry with collision detection

z_CURL_LINES_THEN_PLACE_SPIRALS

z_GEN_CIRCLES_RADIATE_PATTERN

z_GEN_CIRCLES_RADIATE_PATTERN

z_HELIX_ALONG_CURVE

z_HELIX_ALONG_CURVE

z_GEN_ROCK_THIRDS

creates a rock stylized by lot subdivision rule of thirds , setup for PDG

z_GEN_ROCK_THIRDS

z_DIFFUSION_REACTION_TUBES

fills mesh with intestine brain like tubes based on simulated diffusion chemical reaction

z_DIFFUSION_REACTION_TUBES

z_CURL_LINES_LOOP

z_CURL_LINES_LOOP

z_DRIP_GRUNGE

z_DRIP_GRUNGE

z_GEN_REVOLVE_BASIC

z_GEN_REVOLVE_BASIC

z_WIRE_OVERLAPING_OFFSET

z_GEN_PILLAR

z_GEN_PILLAR

z_GEN_ROCK_4m

z_GEN_ROCK_4m

z_GEN_TUBES_FINDPATHS_FROM_CURVE

z_GEN_TUBES_FINDPATHS_FROM_CURVE

z_GEN_CRACK_BRANCHING

z_GEN_CRACK_BRANCHING

z_GEN_GIZMO

z_GEN_GIZMO

z_GLASS_BOOLEAN

z_GLASS_BOOLEAN

z_GEN_LATTICE_GRIDMESH

z_GEN_LATTICE_GRIDMESH

z_GEN_HEXA_STRUCTURE

z_GEN_HEXA_STRUCTURE

z_GEN_RUNES

creates rune like symbols

z_GEN_RUNES

z_PLANTS_HELIX_ROOTS

z_PLANTS_HELIX_ROOTS

z_PLANTS_VINES_W_LEAVES

z_PLANTS_VINES_W_LEAVES

z_PLANTS_VINES_W_LEAVES

z_PLANTS_MOSS_HANGING

creates hanging placements of moss mesh , leaves , spirals . automatically placed onto input mesh , wrapped to not intersect .

z_PLANTS_MOSS_HANGING

z_PLANTS_VINES_GUIDED

generate a vine tube using a wandering path finder guided variably by a curve or direction vector

z_PLANTS_TREE_PATHFIND

generate a tree using shortest path thru curves scattered and connected around collision objects and previous tree roots

z_PLANTS_TREE_PATHFIND

z_PLANTS_FUNGI

z_PLANTS_FUNGI

z_PLANTS_LEAF

z_PLANTS_LEAF

z_PLANTS_BARK

z_PLANTS_BARK

z_PLANTS_BARK_PLACER

layout bark on mesh surface guided by curves , smooth aligned , used with tree

z_PLANTS_BARK_PLACER

z_PLANTS_PETAL_FORM

z_PLANTS_PETAL_FORM

z_PLANTS_SCATTER_LEDGE

places hanging plants instances aligned along edges of input mesh with collision checks

z_PLANTS_SCATTER_LEDGE

z_ITEM_ABILITY_ICON

creates an icon of ability , setup for TOPs randomization to generate dataset

z_ITEM_ABILITY_ICON

z_ITEM_ABILITY_ICON

z_ITEM_RING

creates variety of ring items , helix , diffusion tubes , rock gemstones , setup for TOPs randomization by wedgenum .

z_ITEM_RING

z_ITEM_RING

z_ITEM_RING_FROM_IMAGE

z_ITEM_RING_FROM_IMAGE

z_ITEM_SWORD

creates sword item variants

z_ITEM_SWORD_FROM_IMAGE

creates a sword mesh from image , traces png alpha , orients vertically , thickens from center skeleton line , sets uvs to match image , bakes colors to vertex colors

z_ITEM_HELM

creates variety of helm items in TOPS by wedgenum

z_ITEM_HELM_FROM_IMAGE

projects a helm mesh from image

z_ITEM_POTION

z_ITEM_POTION

z_ITEM_POTION_FROM_IMAGE

z_ITEM_POTION_FROM_IMAGE

z_ITEM_BOW

creates bow item variants

z_ITEM_POTION

creates variety of potion items in TOPS by wedgenum

z_PATH_BASE

z_PATH_BASE

z_PATH_LEDGE

creates environment mesh for isometric snapmap pieces , used with PATH_BASE as its inputs for PDG

z_PATH_DIRECTIONS

z_PATH_DIRECTIONS

z_PATH_LEDGE_CAVE_STALAG

z_PATH_LEDGE_CAVE_STALAG

z_PATH_LEDGE_DIFFUSION

z_PATH_LEDGE_DIFFUSION

z_PATH_LEDGE_FOREST

creates modular PATH forest for use with snapmap

z_PATH_LEDGE_POOLS

creates modular PATH pools for use with snapmap

z_PATH_REVIEW

layout path based meshes to review their connections

z_PATH_2SPLINE_COLLISION

z_PATH_2SPLINE_COLLISION

z_PATH_ISO_EXTRUDE

isometric camera angle extrude , for use with PATH to avoid camera blocking geo

z_COPY_TO_POINTS_BY_PIECENUM_INTERSECTIONCHECK

z_COPY_TO_POINTS_BY_PIECENUM_INTERSECTIONCHECK

z_COPY_MESH_ALONG_CURVE_DEFORM

z_COPY_MESH_ALONG_CURVE_DEFORM

z_COPY_TO_EVENLY_DISTRIBUTED_GRID

z_COPY_TO_EVENLY_DISTRIBUTED_GRID

z_TILEABLE

z_TILEABLE

z_TRANSFORM_ITERATE_COLLISION_CHECK

z_TRANSFORM_ITERATE_COLLISION_CHECK

z_VORONOI_FRACTURE_GRADIENT_OFFSET

z_VORONOI_FRACTURE_GRADIENT_OFFSET

z_DEFORM_BY_AXIS

z_DEFORM_BY_AXIS

z_NOISE_DISPLACE_MASKED

z_NOISE_DISPLACE_MASKED

z_NOISE_DISPLACE_MASKED

z_MESH_CHIP_CRACK

z_MESH_CHIP_CRACK

z_MESH_WRAP_DEFORM_BY_UV

z_MESH_WRAP_DEFORM_BY_UV

z_MESH_SURFACE_SIMPLE_REMESH

z_MESH_SURFACE_SIMPLE_REMESH

z_PLANARIZE_MULTIPLE_SURFACES

z_PLANARIZE_MULTIPLE_SURFACES

z_CONFORM_INTERSECTING_LERP

z_CONFORM_INTERSECTING_LERP

z_STAMP_FOREACH_PIECE

z_STAMP_FOREACH_PIECE

z_SPLIT_CLIP_CREVISE

separate the input into two outputs with an indent along the separation , useful separating environment shell into terraced layers

z_CUT_INTERSECT_DARKEN

darken a surface from the intersections of other objects , with option to boolean those cuts in

z_DEFORM_BY_HELIX

deform the input mesh by a helix fit to the object bounds

z_MESH_SUBTRACT_COLLAPSE_END

simple boolean subtract with option to collapse . useful for quick edits in ue4

z_MESH_SLICER_SAVE

z_MESH_SLICER_SAVE

z_REMOVE_PIECES_BY_VOLUME

z_REMOVE_PIECES_BY_VOLUME

z_KEEP_ONLY_LARGEST_CONNECTED_ELEMENT

removes smaller detached objects

z_KEEP_BIGGER_OF_TWO

z_KEEP_BIGGER_OF_TWO

z_KEEP_ONLY_FIRST_LAST_PRIMS

z_KEEP_ONLY_FIRST_LAST_PRIMS

z_REMOVE_THIN_MESH

z_REMOVE_THIN_MESH

z_UV_AXIS_ALIGN_SNAP

z_UV_ALIGN_WORLD

z_UV_ALIGN_WORLD

z_UV_OVERLAP_CHECK

a slow tho absolute uv overlap check , by intersection checks , separates all overlaping prims, then repacks

z_UV_TEXEL_DENSITY_CHECK

check texel density with colorized debug , handles multiple materials with different texture resolutions by specifiying the materials name string and their rez

z_UV_POLYWIRE

z_UV_POLYWIRE

z_UV_TRIM

fits uvs into specific trim sheet area while scaling the pieces along an axis relative to their world space

z_LIGHTMAP_UV_GEN

UVs creation for lightmaps , stored to uv1 with higher merge threshold

z_VDB_INTERNAL_FILL

mesh to vdb to mesh , combines multiple lower res vdb's that are eroded to fill in the internal spaces

z_VOXEL_AUTOSIZE

z_EDGEGROUP_BY_UV_AXIS

z_EDGEGROUP_BY_UV_AXIS

z_SHRINKWRAP_VORONOI_CLUSTERS

z_REVERSE_BY_N_UP

z_REVERSE_BY_N_UP

z_POLYREDUCE_GRADIENT_QUADS

z_REMESH_RAY_SPHERE

remesh using sphere around object , iteratively raycast and smooth to approximate shape

z_REMESH_RAY_SPHERE

z_TUBE_MESH_BETWEEN_TO_CIRCLES

input 2 circles , create a cyllinder between them

z_POLYBEVEL_SAFE

polybevel with fix for exploding points

z_POLYBEVEL_SAFE

z_CURVE_FROM_TUBE

z_CURVE_FROM_TUBE

z_CURVES_FROM_UV_ISLANDS

for each uv island create a line curve aligned by the longest angle or vertical\horizontal . useful for generating tree branch curves from existing low poly trees

z_CURVES_FROM_UV_ISLANDS

z_MASK_TO_LINE

z_MASK_TO_LINE

z_SORT_BY_LINEAXIS

sorts a line contigously linearly along axis , enforcing a point order on a curved line when sort by axis may skip around

z_COLOR_MASK_VERTEX

z_COLOR_MASK_VERTEX

VARIANTS VERTEX COLORS

RGB vertex color setup for variations , example stone brick structure . - 0 = base - R = vertical gradient - G = occlusion grunge - B = random per element

example : stone base material ( 0 ) darkened by vertical gradient ( R ) , blending dirt in crevices ( G ) , randomly altering the brightness per brick by ( B ) .

//==================================================================================

z_COLOR_MASK_VERTEX

LAYERED VERTEX COLORS

RGB vertex color setup for material blending on environment meshes . - 0 = occlusion - R = base - G = direction vector - B = secondary mesh proximity

example : dirt in crevices ( 0 ) of rock ( R ) , with moss on top ( G ) , near water ( B ) .

z_COLOR_NOISE_HI

z_COLOR_NOISE_HI

z_COLOR_LINES_SCRATCH_VTX

cuts in elipses to geo and applys vertex colors for stratches along an axis

z_COLOR_LINES_SCRATCH_VTX

z_VERTEXCOLOR_CONVERT

converts standard rgb vertex color blending to multilayer vertex blending with alpha

z_UDIM_CONVERT

convert single material UDIM to multiple materials , and reposition the uvs into zero to one for precision

z_UDIM_CONVERT

z_NORMAL_AREA_WEIGHTED

normals smoothed face area weighted alternative

z_SMOOTHING_FROM_UVs

hard edges by uv island for baking

z_COLLISION_INTERSECT_CHECK

detect and show intersections with provided collision geometry . useful to avoid clipping into level geometry beyond a specific distance threshold

z_TEX_SEAM_BLENDER

blend and blur a texture across uv seams to fix small bake errors and make seamless , additionally blending intersections of the meshes when surface details do not share a uvseam edge .. this is WIP bruteforce approach dividing the mesh by texel density and transfering the colors to vertexcolor bluring in worldspace proximity lastly adding in some noise counteract the blur .

z_VFX_SLASH_from_ANIM

create a smoothed swipe mesh for vfx , sword slashing

z_CAM_ISOMETRIC

z_CAM_ISOMETRIC

z_CAM_PROJECTION_fspy

z_EXPORT_TO_UNREAL

common settings used before exporting fbx to unreal , material parameter conversion , point color to vtx conversion . scale and rotation

z_EXPORT_MAYA_FBX

applies specific detail parameters for maya - named uv channels , named color sets for vertex colors , uv1 to uv2 , preps for export to fbx