ZENV

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CREATE

z GEN BRICKMAIN 01 stone brick variation generator , creates set of low and hipoly for baking
z GEN STAIRWAY creates stairway made of bricks , optional guideline and collision avoidance
z GEN STONE BRICK CIRCLE creates a circular brick section by even voronoi fracturing extruding toward center . applies noise and bevel to resemble stone
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 Seigaiha . scatter circles , then radiate those circles outward while avoiding intersection by order or generation .
z HELIX ALONG CURVE creates multiple spiraling helix curves around input guide line
z GEN ROCK THIRDS creates a rock stylized by lot subdivision rule of thirds , setup for PDG
z DIFFUSION REACTION TUBES fill mesh with intestine brain like tubes based on simulated diffusion chemical reaction
z CURL LINES LOOP creates lines curling on input mesh surface using curlnoise loop
z DRIP GRUNGE drips grunge under overhangs , longer when near more drip neighboors
z GEN REVOLVE BASIC creates revolved mesh path deformed to backbone curve , input profile and backbone curves
z WIRE OVERLAPING OFFSET creates wires from input curves rayed to ground collision offset near neighboor wires
z GEN PILLAR generate pillar - holding multiple brick generators and circle brick generators assembled to create a full pillar .
z GEN ROCK 4m creates a simple rock , with fractured surfacing
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
z GEN CRACK BRANCHING creates branching crack mesh used for booleaning other meshes
z GEN GIZMO axis gizmo for debug
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 ideal for use as a lattice deformer
z GEN HEXA STRUCTURE creates a hexagon support structure based on input mesh
z GEN RUNES creates rune like symbols

PLANTS

z PLANTS HELIX ROOTS create winding intertwined roots from a guide line .
z PLANTS VINES W LEAVES creates vines conforming to surface of object guided by line with iterative collision avoidance on vine and leaves
z PLANTS MOSS HANGING creates hanging placements of moss mesh
z PLANTS VINES GUIDED creates a vine tube using a wandering path finder guided variably by a curve or direction vector
z PLANTS TREE PATHFIND creates tree using shortest path curves scattered connected around collision objects and self
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 creates 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 aligned along edges of input mesh with collision checks

ITEM

z ITEM ABILITY ICON creates variety of icon of ability in TOPS by wedgenum
z ITEM RING creates ring item variants , helix , diffusion tubes , rock gemstones , in TOPS 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
z ITEM SWORD creates sword item variants
z ITEM SWORD FROM IMAGE creates a sword mesh from image , traces , orients , thickens by skeleton , uvs projected , baked 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 potion item variants in TOPS by wedgenum
z ITEM POTION FROM IMAGE revolves a potion mesh from image
z ITEM BOW creates bow item variants
z ITEM STAFF creates staff item variants

PATH

z PATH BASE creates a PATH floor section and collision , this is the base for all path snapmap variants
z PATH LEDGE creates environment mesh for isometric snapmap pieces , used with PATH_BASE
z PATH DIRECTIONS cycle thru 90 degree rotations and mirrored variations . used with PATH toolset
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
z PATH ISO EXTRUDE isometric camera angle extrude , for use with PATH to avoid camera blocking geo

LAYOUT

z COPY TO POINTS BY PIECENUM INTERSECTIONCHECK copy variants by piecenum attribute with collision checks
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
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 ( simplified gravity / attraction sop )

MODIFY

z VORONI 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 , by multiple axis ramps
z NOISE DISPLACE MASKED 3d noise ramp creates a mask remaping the displacement of mesh by a second 3d noise .
z MESH CHIP CRACK boolean subtract chipping and crack meshes onto the surface based on curvature and fitting projected 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 conform around a given colllision object if has intersection
z STAMP FOREACH PIECE randomized boolean of one mesh on to the surface of variants . useful for cutting designs 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 grided sections and exports them to fbx , options for specific area exports , and compatible with houdini engine .

REMOVAL

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

UV

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
z UV TRIM fits uvs into specific trim sheet area while scaling the pieces along an axis relative to their world space
z UV LIGHTMAP UVs creation for lightmaps , stored to uv1 with higher merge threshold

CHARACTER

MESH

z VDB INTERNAL FILL mesh to vdb to mesh , combines lower res eroded vdbs to fill in internal spaces , useful for airtight lowpoly
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 backfacing normals on multiple sub meshes, useful for fixing exported levels with mirrored ( negative scaled ) objects
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 creates a cyllinder between 2 input circles
z POLYBEVEL SAFE polybevel with fix for exploding points
z POLYEXTRUDE SAFE polyextrude with fix for exploding points

LINES

z CURVE FROM TUBE centered curve from mesh ( even if mesh has nonuniform topology )
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
z MASK TO LINE creates line from image color
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

z COLOR MASK VERTEX vertex color RGB mask for game shader . AO grunge , Variation , and localized gradients
z COLOR NOISE HI colors based on curvature ramps , grunge moss for hi poly stones and bricks
z COLOR LINES SCRATCH VTX cuts in elipses and applys vertex colors for stratches along an axis
z VERTEXCOLOR CONVERT converts standard rgb vertex color blending to multilayer vertex blending with alpha

MATERIAL

z UDIM CONVERT convert single material UDIM to multiple materials , and reposition the uvs into zero to one

NORMALS

z NORMAL AREA WEIGHTED normals smoothed face area weighted alternative
z SMOOTHING FROM UVs hard edges by uv island for baking

QA

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

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

z VFX SLASH from ANIM creates a smoothed swipe mesh from animation for vfx , sword slashing

CAM

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 projects that image to floor plane

EXPORT

z EXPORT TO UNREAL applies unreal specific parameters = material parameter conversion , point color to vtx conversion
z EXPORT MAYA FBX applies maya specific detail parameters = named uv channels , named color sets for vertex colors , uv1 to uv2 .

PYTHON

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CREATIVE COMMONS ZERO

free to all , creative commons CC0 , free to redistribute , attribution not required