Adjustments Panel¶
The adjustments sub-panel is located in the botaniq panel. It groups several operators that you can use to tweak botaniq assets and particle systems to better fit your scenes.
All of the tweaks work regardless of whether the assets are linked or not. That way you do not have to compromise performance to customize the assets. Although, of course, more customization is available if you convert to editable and tweak the material node groups.
Randomization
All the adjustments listed here support randomization. If you tick the the Randomize
checkbox
you will be able to set minimal and maximal values. The operator will choose a random value from
that range, with a uniform distribution. If you execute the operator multiple times different
values will be generated.
Object color usage
We use object color to change value on linked objects. Other addons may use the object color for different functionalities, so please keep that in mind.
Brightness¶
Brightness customization of botaniq vegetation asset leaves.
Hue Per Branch¶
If set to 1.0, there is no hue variation in leaves between branches. The lower you set the value the more hue variation there will be.
Unrealistic results
Use values between 0.8 and 1.0 for realistic results. Lower values may yield alien-looking trees!
Season Adjustment (Beta)¶
Adjust leaf color and trunk appearance in seasonal assets.
Beta, not all assets are supported
Keep in mind that this adjustment is in beta, not all assets are supported.
Particle Systems¶
Tweaking also works on particle systems. Make sure the target object among your selected objects before running the adjustment operators. Keep in mind that assets you are scattering have to support the adjustment for it to have any effect. Try scattering trees from coniferous or deciduous categories to test it out!
The adjustments are done to all assets in the particle system's instance collection. Adjusting individual assets does not propagate to the particle system itself.
Multiple particle systems from one object
The target object holds adjustment values. If you emit multiple particle systems from one object the adjustments will be shared among them.