Places the Unity terrain-based trees at input positions.
Trees Output can output a single type of tree, as well as different trees from the list at random. The mode is switched by enabling/disabling Multi-Prefab toggle in Properties.
- Tree prefab slot (Multi-Prefab disabled): the prefab that will be used as a tree object.
- Tree prefab layers (Multi-Prefab enabled): different prefabs that should be used at random.
- Color: tints output tree objects with selected color
- Bend Factor: sets the trees bend factor that defines how trees react to Wind Zones
- Multi-Prefab: toggles between single output or several objects (each will be selected at random).
- Biome Blend: defines the way trees are placed on biome transition.
- Relative Height: places the object on the ground level. Useful when creating a graph without a Floor. For custom objects height placement it's recommended to use Floor node instead.
- Object Height: takes into account an object height that was set via Adjust or other node.
Note that Unity internally uses different types of trees: SpeedTree, Tree Editor tree, LOD tree, billboard (impostor) tree. Billboard trees could not be rotated and always face the same direction.
- Use Rotation: uses object rotation that was set via Adjust or other node.
- Terrain Normal: forces the object to be rotated along the terrain surface so that it's Y axis looks along the terrain normal vector.
- Rotate Y only: rotates object along it's Y axis only.
- Regards Prefab Rotation: will apply additional rotation stored in prefab. So if prefab has rotation 90 degrees Z axis (most common cases for 3DS Max objects) will rotate it properly when applying to terrain.
Note that Unity internally uses different types of trees: SpeedTree, Tree Editor tree, LOD tree, billboard (impostor) tree. Billboard trees do not scale the main object, but scale only the billboard.
- Use Scale: uses object scale that was set via Adjust or other node.
- Scale Y only: scales object along the Y axis only.
- Regards Prefab Scale: will apply additional scale stored in prefab. So if prefab has a scale 10, and scale 2 set via Adjust node, it will have a resulting scale 20.