This module “places bounds” along a Path or Volume. To be precise it generates a set of Spots using the bounds information. By just using a bounds array instead of actual items offers a lot of flexibility. You can place meshes, GameObjects and any other objects you can think of with this module - as long as you can provide an array of bounds.
For simplicity a single index from the Bounds array is referred to by “item” in this context.
The idea is that you organize items in groups, allowing you to build sort of compound objects to work with. For example, if you have a fence split into three meshes (start, middle, end), you can group them to be sure the three fence meshes are perfectly placed together. Another use case is to group items and apply the same randomization settings to them in one step. The options are endless…
Another key concept is to define the way both items inside groups and groups inside the range are repeated:
You can either place groups/items in order or randomized (using a weighted random). In case of the latter you can define any number of start and end groups/items to be fixed, removing them from the randomization. By doing so you can have well defined start and end placements, with randomness in the middle.
- Spots - resulting spots collection
Defines the range to place spots at.
If the source is a Volume you can choose if you want to use it's path or the volume.
Applies a curve to the Base value. The curve should be in the range -1 to 1
This tab lets you manage groups. Add or delete, rename and sort them.
Defines the randomized groups. Groups outside this array indices are considered fix and will be placed no matter what.
Defines the repeating mode, either random or by row. In case of random, you can weight the repeating groups in the above array.
If enabled, the last group is placed properly to end exactly at the defined range boundary.
For each group, this tab lets you manage items of this group.
Defines the randomized items. Items outside this array indices are considered fix and will be placed no matter what.
Defines the repeating mode, either random or by row. In case of random, you can weight the repeating items in the above array.
When checked, the group will only be placed when all items can be placed in the space left.
The space to add before this group
The space to add after this group
How lateral base position should be calculated:
- Self - Use Orientation provided by the volume/shape as base value
The lateral offset to apply for each item
The height to place an item above the volume's surface or path's center
How Orientation base value should be calculated:
- Full - The volume normal or path base orientation is being used
- Direction - Use direction, but elimate orientation
- Horizontal - Use Orientation, but eliminate direction
- Independent - no base value is used
Adds an offset to the orientation vector used
Adds some randomness on top of the Orientation Offset