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z GEN BRICKMAIN 01 |
stone brick variation generator , creates set of low and hipoly for baking |
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z GEN STAIRWAY |
creates stairway made of bricks , optional guideline and collision avoidance |
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z GEN STONE BRICK CIRCLE |
creates a circular brick section by even voronoi fracturing extruding toward center . applies noise and bevel to resemble stone |
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z CURL LINES THEN PLACE SPIRALS |
creates curllines on the surface of mesh then copies spirals to the geometry with collision detection |
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z GEN CIRCLES RADIATE PATTERN |
creates circular patterns inspired by Seigaiha . scatter circles , then radiate those circles outward while avoiding intersection by order or generation . |
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z HELIX ALONG CURVE |
creates multiple spiraling helix curves around input guide line |
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z GEN ROCK THIRDS |
creates a rock stylized by lot subdivision rule of thirds , setup for PDG |
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z DIFFUSION REACTION TUBES |
fill mesh with intestine brain like tubes based on simulated diffusion chemical reaction |
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z CURL LINES LOOP |
creates lines curling on input mesh surface using curlnoise loop |
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z DRIP GRUNGE |
drips grunge under overhangs , longer when near more drip neighboors |
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z GEN REVOLVE BASIC |
creates revolved mesh path deformed to backbone curve , input profile and backbone curves |
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z WIRE OVERLAPING OFFSET |
creates wires from input curves rayed to ground collision offset near neighboor wires |
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z GEN PILLAR |
generate pillar - holding multiple brick generators and circle brick generators assembled to create a full pillar . |
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z GEN ROCK 4m |
creates a simple rock , with fractured surfacing |
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z GEN TUBES FINDPATHS FROM CURVE |
creates tubes that find a path to not intersect other tubes following along the length of a guide curve |
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z GEN CRACK BRANCHING |
creates branching crack mesh used for booleaning other meshes |
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z GEN GIZMO |
axis gizmo for debug |
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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 |
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z GEN LATTICE GRIDMESH |
creates a box of grids with interior points ideal for use as a lattice deformer |
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z GEN HEXA STRUCTURE |
creates a hexagon support structure based on input mesh |
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z GEN RUNES |
creates rune like symbols |
PLANTS |
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z PLANTS HELIX ROOTS |
create winding intertwined roots from a guide line . |
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z PLANTS VINES W LEAVES |
creates vines conforming to surface of object guided by line with iterative collision avoidance on vine and leaves |
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z PLANTS MOSS HANGING |
creates hanging placements of moss mesh |
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z PLANTS VINES GUIDED |
creates a vine tube using a wandering path finder guided variably by a curve or direction vector |
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z PLANTS TREE PATHFIND |
creates tree using shortest path curves scattered connected around collision objects and self |
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z PLANTS FUNGI |
creates a fungus mushroom mesh |
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z PLANTS LEAF |
creates a hipoly leaf mesh |
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z PLANTS BARK |
creates bark pieces for tree |
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z PLANTS BARK PLACER |
layout bark on mesh surface guided by curves , smooth aligned , used with tree |
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z PLANTS PETAL FORM |
creates petal from curve backbone and multiple warped elipse curves defining the shape changes over the length of the backbone |
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z PLANTS SCATTER LEDGE |
places hanging plants aligned along edges of input mesh with collision checks |
ITEM |
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z ITEM ABILITY ICON |
creates variety of icon of ability in TOPS by wedgenum |
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z ITEM RING |
creates ring item variants , helix , diffusion tubes , rock gemstones , in TOPS by wedgenum |
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z ITEM RING FROM IMAGE |
creates a projected 3d ring from isometric image , setup for TOPs processing folder of images to 3d relit renders |
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z ITEM SWORD |
creates sword item variants |
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z ITEM SWORD FROM IMAGE |
creates a sword mesh from image , traces , orients , thickens by skeleton , uvs projected , baked to vertex colors |
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z ITEM HELM |
creates variety of helm items in TOPS by wedgenum |
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z ITEM HELM FROM IMAGE |
projects a helm mesh from image |
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z ITEM POTION |
creates potion item variants in TOPS by wedgenum |
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z ITEM POTION FROM IMAGE |
revolves a potion mesh from image |
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z ITEM BOW |
creates bow item variants |
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z ITEM STAFF |
creates staff item variants |
PATH |
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z PATH BASE |
creates a PATH floor section and collision , this is the base for all path snapmap variants |
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z PATH LEDGE |
creates environment mesh for isometric snapmap pieces , used with PATH_BASE |
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z PATH DIRECTIONS |
cycle thru 90 degree rotations and mirrored variations . used with PATH toolset |
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z PATH LEDGE CAVE STALAG |
creates modular PATH cave for use with snapmap |
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z PATH LEDGE DIFFUSION |
creates modular PATH diffusion reaction for use with snapmap |
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z PATH LEDGE FOREST |
creates modular PATH forest for use with snapmap |
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z PATH LEDGE POOLS |
creates modular PATH pools for use with snapmap |
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z PATH REVIEW |
layout path based meshes to review their connections |
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z PATH 2SPLINE COLLISION |
input two curves defining the border of a path , creates floor geo and collision for gameplay |
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z PATH ISO EXTRUDE |
isometric camera angle extrude , for use with PATH to avoid camera blocking geo |
LAYOUT |
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z COPY TO POINTS BY PIECENUM INTERSECTIONCHECK |
copy variants by piecenum attribute with collision checks |
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z COPY MESH ALONG CURVE DEFORM |
pipe / wire curvedeform for houdini engine . copies input mesh without stretching along a curve , adds cuts for smoother bending , projects normals outward from curve |
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z COPY TO EVENLY DISTRIBUTED GRID |
copy by piecenum to dynamic evenly spaced grid - useful when baking and review |
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z TILEABLE |
copies input to each of the nearby quadrants preview tiling ( 4m default ) |
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z TRANSFORM ITERATE COLLISION CHECK |
iteratively move pieces towards nearest goal while avoid itersection with collision ( simplified gravity / attraction sop ) |
MODIFY |
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z VORONI FRACTURE GRADIENT OFFSET |
voronoi fractures then offsets clusters by multiple world space gradients . useful for rock and cliff forms . |
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z DEFORM BY AXIS |
bounding box ramp deformation , by multiple axis ramps |
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z NOISE DISPLACE MASKED |
3d noise ramp creates a mask remaping the displacement of mesh by a second 3d noise . |
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z MESH CHIP CRACK |
boolean subtract chipping and crack meshes onto the surface based on curvature and fitting projected crack meshes |
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z MESH WRAP DEFORM BY UV |
deform mesh to another mesh by using the flattened UVs , useful to wrap a pattern around another |
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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 . |
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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 |
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z CONFORM INTERSECTING LERP |
conform around a given colllision object if has intersection |
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z STAMP FOREACH PIECE |
randomized boolean of one mesh on to the surface of variants . useful for cutting designs into bricks |
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z SPLIT CLIP CREVISE |
separate the input into two outputs with an indent along the separation , useful separating environment shell into terraced layers |
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z CUT INTERSECT DARKEN |
darken a surface from the intersections of other objects , with option to boolean those cuts in |
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z DEFORM BY HELIX |
deform the input mesh by a helix fit to the object bounds |
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z MESH SUBTRACT COLLAPSE END |
simple boolean subtract with option to collapse . useful for quick edits in ue4 |
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z MESH SLICER SAVE |
separates large meshes into grided sections and exports them to fbx , options for specific area exports , and compatible with houdini engine . |
REMOVAL |
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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 |
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z KEEP ONLY LARGEST CONNECTED ELEMENT |
removes smaller detached objects |
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z KEEP BIGGER OF TWO |
takes two inputs and ouputs only one ( bigger or smaller ) |
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z KEEP ONLY FIRST LAST PRIMS |
carve for prim lines after segments split |
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z REMOVE THIN MESH |
removes prims based on thickness measurement , then can fill in holes , useful for removing thin slivers |
UV |
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z UV AXIS ALIGN SNAP |
optimize uv location , moves uvs to zero to one space for precision in games |
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z UV ALIGN WORLD |
align uv islands to world axis |
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z UV OVERLAP CHECK |
a slow tho absolute uv overlap check , by intersection checks , separates all overlaping prims, then repacks |
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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 |
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z UV POLYWIRE |
creates polywire with specific UVs , useful when sweep is not producing desired bends |
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z UV TRIM |
fits uvs into specific trim sheet area while scaling the pieces along an axis relative to their world space |
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z UV LIGHTMAP |
UVs creation for lightmaps , stored to uv1 with higher merge threshold |
CHARACTER |
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MESH |
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z VDB INTERNAL FILL |
mesh to vdb to mesh , combines lower res eroded vdbs to fill in internal spaces , useful for airtight lowpoly |
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z VOXEL AUTOSIZE |
auto voxel resolution for target polycount , safely lowers resolution on large objects |
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z EDGEGROUP BY UV AXIS |
edgegroup based on axis of uvs , useful for polybeveling specific edges procedurally |
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z SHRINKWRAP VORONOI CLUSTERS |
similar to convex decomposition , cuts mesh into pieces via voronoi , shrinkwraps those pieces . useful for rocky shapes |
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z REVERSE BY N UP |
attempts to fix reversed backfacing normals on multiple sub meshes, useful for fixing exported levels with mirrored ( negative scaled ) objects |
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z POLYREDUCE GRADIENT QUADS |
polyreduce setup with gradient retention to keep mostly quads , with secondary reduction |
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z REMESH RAY SPHERE |
remesh using sphere around object , iteratively raycast and smooth to approximate shape |
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z TUBE MESH BETWEEN TO CIRCLES |
creates a cyllinder between 2 input circles |
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z POLYBEVEL SAFE |
polybevel with fix for exploding points |
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z POLYEXTRUDE SAFE |
polyextrude with fix for exploding points |
LINES |
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z CURVE FROM TUBE |
centered curve from mesh ( even if mesh has nonuniform topology ) |
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z CURVES FROM UV ISLANDS |
for each uv island create a line curve aligned by the longest angle or specific axis . useful for generating tree branch curves from existing low poly trees |
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z MASK TO LINE |
creates line from image color |
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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 |
COLOR |
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z COLOR MASK VERTEX |
vertex color RGB mask for game shader . AO grunge , Variation , and localized gradients |
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z COLOR NOISE HI |
colors based on curvature ramps , grunge moss for hi poly stones and bricks |
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z COLOR LINES SCRATCH VTX |
cuts in elipses and applys vertex colors for stratches along an axis |
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z VERTEXCOLOR CONVERT |
converts standard rgb vertex color blending to multilayer vertex blending with alpha |
MATERIAL |
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z UDIM CONVERT |
convert single material UDIM to multiple materials , and reposition the uvs into zero to one |
NORMALS |
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z NORMAL AREA WEIGHTED |
normals smoothed face area weighted alternative |
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z SMOOTHING FROM UVs |
hard edges by uv island for baking |
QA |
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z COLLISION INTERSECT CHECK |
detect and show intersections with provided collision geometry . useful to avoid clipping into level geometry beyond a specific distance threshold |
TEXTURE |
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z TEX SEAM BLENDER |
blend and blur a texture across uv seams to fix small bake errors and make seamless , additionaly blends intersections of the meshes |
VFX |
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z VFX SLASH from ANIM |
creates a smoothed swipe mesh from animation for vfx , sword slashing |
CAM |
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z CAM ISOMETRIC |
camera with crane\boom arm setup matching isometric game settings |
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z CAM PROJECTION fspy |
a wrapper for fspy hda created by floodini , input fspy json creating camera matching ref image perspective then projects that image to floor plane |
EXPORT |
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z EXPORT TO UNREAL |
applies unreal specific parameters = material parameter conversion , point color to vtx conversion |
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z EXPORT MAYA FBX |
applies maya specific detail parameters = named uv channels , named color sets for vertex colors , uv1 to uv2 . |