z_GEN_BRICKMAIN_01
- creates stone brick variations , fractured , cracks , chipped
- outputs lowpoly and hipoly meshes with piecenum , and a distributed grid for texture baking highs to low
z_GEN_STAIRWAY
generate stairway made of stone bricks , from input curve or ramp parameter
z_GEN_STONE_BRICK_CIRCLE
- generates a circular shaped brick section by evenly voronoi fracturing and extruding toward center .
- applies additional noise and separation to resemble stone surface
z_CURL_LINES_THEN_PLACE_SPIRALS
creates curllines on the surface of mesh then copies spirals to the geometry with collision detection
z_GEN_CIRCLES_RADIATE_PATTERN
- creates circular patterns inspired by asian design . scatters circles , then radiate those circles outward while avoiding intersection by order or generation .
z_HELIX_ALONG_CURVE
- creates a helix curves along input curve
z_GEN_ROCK_THIRDS
creates a rock stylized by lot subdivision rule of thirds , setup for PDG
z_DIFFUSION_REACTION_TUBES
fills mesh with intestine brain like tubes based on simulated diffusion chemical reaction
z_CURL_LINES_LOOP
- create lines curling on mesh surface using curlnoise loop
z_DRIP_GRUNGE
- drips grunge under overhangs of input mesh . longer when near drip neighboors .
- output mesh or bake vertex color
z_GEN_REVOLVE_BASIC
- creates revolved mesh , path deformed by backbone curve , input profile and backbone curves .
- handles profile centering by curve bounds , useful when creating mesh curves in level locations away from 0,0,0 .
z_WIRE_OVERLAPING_OFFSET
- creates wires rayed to ground , properly overlapping . input curves and collision
z_GEN_PILLAR
- generate pillar - holding multiple brick generators and circle brick generators assembled to create a full pillar .
z_GEN_ROCK_4m
- generates rock surface , fractures input mesh and applies randomized offsets , setup for pdg randomness
z_GEN_TUBES_FINDPATHS_FROM_CURVE
- generates tubes that procedurally find a path to not intersect other tubes following along the length of a guide curve
z_GEN_CRACK_BRANCHING
- creates branching crack mesh used for booleaning other meshes
z_GEN_GIZMO
z_GLASS_BOOLEAN
- input mesh with irregular shaped holes , creates an intersection plane cut to fit , adds inset with vertex color falloff from edge for shader
z_GEN_LATTICE_GRIDMESH
- creates a box of grids with interior points automatically around the bounds of input object
- ideal for use with lattice deformer
z_GEN_HEXA_STRUCTURE
- creates a hexagon support structure based on input mesh
z_GEN_RUNES
creates rune like symbols
z_PLANTS_HELIX_ROOTS
- creates winding intertwined roots from an input guide line .
z_PLANTS_VINES_W_LEAVES
- creates vines conforming to surface of mesh guided by line .
- iterative growth step collision checks , slow however precise , leaves avoid collision .
- z_PLANTS_VINES_W_LEAVES.hda in unreal 4 houdini engine , leaves instances input from static mesh
z_PLANTS_MOSS_HANGING
creates hanging placements of moss mesh , leaves , spirals . automatically placed onto input mesh , wrapped to not intersect .
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_FUNGI
- creates a fungus mushroom mesh
z_PLANTS_LEAF
- creates a hipoly leaf mesh
z_PLANTS_BARK
- creates bark pieces for tree
z_PLANTS_BARK_PLACER
layout bark on mesh surface guided by curves , smooth aligned , used with tree
z_PLANTS_PETAL_FORM
- generates petal from curve backbone and multiple warped elipse curves defining the shape changes over the length of the backbone
z_PLANTS_SCATTER_LEDGE
places hanging plants instances aligned along edges of input mesh with collision checks
z_ITEM_ABILITY_ICON
creates an icon of ability , setup for TOPs randomization to generate dataset
z_ITEM_RING
creates variety of ring items , helix , diffusion tubes , rock gemstones , setup for TOPs randomization by wedgenum .
z_ITEM_RING_FROM_IMAGE
- creates a projected 3d ring from isometric image , setup for TOPs processing folder of images to 3d relit renders
- in this example , isometric ring images mutated by text-to-image guided alteration ( VQGAN+CLIP ) are the input , projected into 3d and rendered with consitent lighting
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
- creates variety of potion items in TOPS by wedgenum
z_ITEM_POTION_FROM_IMAGE
- creates 3d 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
- create a path floor section and collision for gameplay , creates directional variants for snapmap . this is the basis for all other path generation
z_PATH_LEDGE
creates environment mesh for isometric snapmap pieces , used with PATH_BASE as its inputs for PDG
z_PATH_DIRECTIONS
- cycle thru 90 degree rotations and mirrored variantions . for use with path tool
z_PATH_LEDGE_CAVE_STALAG
- creates modular PATH cave for use with snapmap
z_PATH_LEDGE_DIFFUSION
- creates modular PATH diffusion reaction for use with snapmap
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
- input two curves defining the border of a path , creates floor geo and collision for gameplay in ue4
z_PATH_ISO_EXTRUDE
isometric camera angle extrude , for use with PATH to avoid camera blocking geo
z_COPY_TO_POINTS_BY_PIECENUM_INTERSECTIONCHECK
- a placement tool for multiple objects variants with collision checks .
- a brute force object packing with options for filling gaps , and tileable or radial collision .
- copies meshes using 'piecenum' prim attribute .
z_COPY_MESH_ALONG_CURVE_DEFORM
- pipe / wire curve deform , similar to path deform modified specifically for repeating modular meshes .
- copies input mesh repeating along curve without stretching , adds cuts for smoother bending , projects normals outward from curve .
z_COPY_TO_EVENLY_DISTRIBUTED_GRID
- copy by piecenum to dynamic evenly spaced grid - useful when baking and review
z_TILEABLE
- copies input to each of the nearby quadrants preview tiling ( 4m default )
z_TRANSFORM_ITERATE_COLLISION_CHECK
- iteratively move pieces towards nearest goal while avoid itersection with collision ( an iterative simplified gravity / attraction sop based )
- pieces optionally jittered during process to fit closer together
z_VORONOI_FRACTURE_GRADIENT_OFFSET
- voronoi fractures then offsets clusters by multiple world space gradients .
- useful for rock and cliff forms .
z_DEFORM_BY_AXIS
- bounding box ramp deformation , setup to allow multiple axis ramps
- useful for procedural relative deformations
z_NOISE_DISPLACE_MASKED
- 3d noise ramp creates a mask modulating the displacement of mesh by a second 3d noise
- useful for hi poly mesh surfacing
z_MESH_CHIP_CRACK
- boolean subtract chipping and crack meshes onto the surface based on curvature and fit projecting the crack meshes .
z_MESH_WRAP_DEFORM_BY_UV
- deform mesh to another mesh by using the flattened UVs , useful to wrap a pattern around another
z_MESH_SURFACE_SIMPLE_REMESH
- ray projects a grid unto the input geo and remeshes then reduces .
- helpful for fixing chaotic geo and non manifold errors .
z_PLANARIZE_MULTIPLE_SURFACES
- input mesh surface is segmented by avg n and flattened from multiple directions . useful to randomly planarize from different angles for rock meshes
z_CONFORM_INTERSECTING_LERP
- input mesh is conformed around a given colllision object if is intersecting
z_STAMP_FOREACH_PIECE
- randomized boolean of one mesh on to the surface of variants .
- useful for cutting runes , designs , cracks into bricks
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
- separates large meshes into worldspace grid sections of specific size and exports them to fbx
z_REMOVE_PIECES_BY_VOLUME
- for each connected element , remove if doesnt match min or max measured volume , also has options of perimeter or other measurements
z_KEEP_ONLY_LARGEST_CONNECTED_ELEMENT
removes smaller detached objects
z_KEEP_BIGGER_OF_TWO
- takes two inputs and ouputs only one ( bigger or smaller )
z_KEEP_ONLY_FIRST_LAST_PRIMS
- carve for prim lines after segments split
z_REMOVE_THIN_MESH
- removes prims based on thickness measurement , then can fill in holes , useful for removing thin slivers
z_UV_AXIS_ALIGN_SNAP
- optimize uv location , moves uvs to zero to one space for precision in games
z_UV_ALIGN_WORLD
- align uv islands to world axis
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
- creates polywire with specific UVs , useful when sweep is not producing desired bends
- seam is oriented toward specific direction to better hide from view
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
- auto voxel resolution for target polycount , safely lowers resolution on large objects
z_EDGEGROUP_BY_UV_AXIS
- edgegroup based on axis of uvs , useful for polybeveling specific edges procedurally
z_SHRINKWRAP_VORONOI_CLUSTERS
- similar to convex decomposition , cuts mesh into pieces via voronoi , shrinkwraps those pieces . useful for rocky shapes
z_REVERSE_BY_N_UP
- attempts to fix reversed facing ( backfacing ) normals on subobjects for an overhead camera
- useful for fixing exports from some levels that mirrored assets with negative scaling
z_POLYREDUCE_GRADIENT_QUADS
- polyreduce setup with gradient retention to keep mostly quads , with secondary reduction
z_REMESH_RAY_SPHERE
remesh using sphere around object , iteratively raycast and smooth to approximate shape
z_TUBE_MESH_BETWEEN_TO_CIRCLES
input 2 circles , create a cyllinder between them
z_POLYBEVEL_SAFE
polybevel with fix for exploding points
z_CURVE_FROM_TUBE
- input a mesh , outputs a centered curve within the mesh , even if the topology is highly irregular
- similar to the sidefx labs tool = Labs Straight Skeleton 3d
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_MASK_TO_LINE
- input blured mask of color channel from an image , output a single polypath 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
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 ) .
//==================================================================================
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
- vertex colors based on multiple ramps driven by curvature , occlusion , and noise
- default stone preset
z_COLOR_LINES_SCRATCH_VTX
cuts in elipses to geo and applys vertex colors for stratches along an axis
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_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
- camera with crane\boom arm setup matching isometric game settings
z_CAM_PROJECTION_fspy
- a wrapper for fspy hda created by floodini , input fspy json creating camera matching ref image perspective then project that image to floor plane
- nLib fspy_loader = https://github.com/Njordy/nLib
- floodini fspy https://www.youtube.com/watch?v=-WM2hPerYts&ab_channel=Floodini
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