Population Tool Locator
- Context: Population Tool Context
- MEL command: glmCreatePopulationTool;
This panel contains parameters to precisely manage the particles placement in the locator.
|Slots||Number of wanted particles. Notice that if the zone is too small or contains too many obstacles, it is not always possible to generate the wanted number of slots|
Actual number of slots placed in the area. It can be different from the Number of slots if a Terrain Node with a NavMesh has been assigned to this Locator and there's enough space to fill the Population requirements (distance between slots, radius...)
|Radius||Radius of the relative Entities. It is recommended to use the Entity mesh radius, especially when using navigation|
|Height||Height of the relative Entities. The height is mainly used for collision detection between slots of different Population Tools|
Distance and Noise Attributes
|DistanceX / Z||Distance between particles|
|NoiseX / Z||Position noise of Entities|
Use a quincunx shape for particles placing
Without a quincunx placing (1) and with a quincunx placing (2)
|Orientation||Orientation of Entities|
Modify the orientation of Entities in order to look at a Locator
|Orientation Noise||Orientation noise of Entities|
|In Vector Field Locator||
Vector Field attached to this Population Tool. The Vector field will be used to orient the particles. Select the Vector Field with the combo box. Painting in the selected Vector Field will automatically update the particles orientation.
|Number of columns||Number of columns of the area.|
|Number of rows||Number of rows of the area.|
|Open the Paint Tool to paint the Population density|
Choose "New" to create a new Particle System, or select a Particle System from the scene to replace or merge it with current particles.
Choose "New" to create a new Crowd Field, or select a Crowd Field from the scene to link with the created / replaced particle system. Is it also possible to choose "None" to emit particles which will not be assigned to a Crowd Field. A Crowd Field can also be created afterwards if required (see Crowd Field documentation).
|Create||When you get the wanted repartition, press this button to create a new Particle System. The Particle System will be fed with an initialization directions, Entity Types, radius and other requested attributes|
Replace or append the Particle System selected in the previous combo box with the new one. Notice that replacing a Particle System will preserve existing connections and expressions.
|Several Population Tool Locators selection||
When you get the wanted repartition in several Population Tool Locators, select them and press the Create button to create a new Particle System containing relative particles. Replace or append the Particle System previously selected in the Combo Box with particles from the selection.
This panel allows to edit the position and orientation of a specific Population Tool slot.
|Show Slot Id||Display the slot index in the viewport.|
|Edited Slot Id||Select the index of the edited slot. The selected slot will be decorated inside the viewport|
Lock or unlock the selected slot. A locked slot will be decorated with a locker inside the viewport .
A locked slot is no more affected by the placement attributes updates, its position and orientation are locked. However if the number of particles is not sufficient to place this locked slot, it will be removed.
|Position Offset||Move the selected slot with an offset. The slot will still be adapted to the terrain. Notice that it is possible to move a locked slot with these attributes.|
|Orientation Offset||Rotate the selected slot with an offset. Notice that it is possible to rotate a locked slot with this attribute.|
Group EntityTypes Attributes
This panel defines which Group Entity Types will be affected to the emitted particles.
Group EntityTypes Attributes
As the EntityTypes Attributes panel, the ratio of Group Entity Types will be affected by changing weight attributes.
Group Size Attributes
Group Size Attributes
|Group Min Size||Particles will be grouped by at least this value|
|Group Max Size||Particles will be grouped by a maximum of this value|
Illustration of Group Size Attributes (min:3 and max:5)
|In Terrain Mesh||
Terrain Locator attached to this Population Tool. The Terrain locator will be used to make the locator slots adapted to the terrain. Select the Terrain with the combo box. If you don't want the slots to be adapted to the Terrain, just unlink it.
|Enable Collision||If checked, slots in collision with slots of Population Tools listed in the In Colliders attributes will not be placed|
Population Tools to consider slot collisions with. By default, Population Tools sharing the same Terrain Locator will be automatically added as Colliders.
This panel allows to define MEL or Python callbacks which will be called each time the button a Particle System will be created, replaced or appended by the Population Tool Locator.
MEL/Python script command called just before a particle system is created / replaced / appended (using special tag #pt# will be replaced with the Population Tool Locator name)
MEL/Python script command called just after a particle system is created / replaced / appended (using special tag #pt# will be replaced with the Population Tool Locator name and #ps# with the created/replaced/appended particle system name)
This panel allows to modify a Population Tool created with the populate on selected component tool .
Replace or append population slots into a previously created Population Tool (use CTRL Key to select the Population Tool in the Outliner after performing the selection of components). This action preserves configured attributes.
Append components to a Population Tool Locator
|Emit NParticles||Emit this Population Tool Locator in a nParticle System|
|Init DirectionPP Name||Name of the vector per-particle attribute in which the orientation of the Entities will be exported.|
|Entity TypePP Name||Name of the float per-particle attribute in which the Entity Type of the Entities will be exported. The Id of an Entity Type can be found in the attribute editor of the EntityType|
|RadiusPP Name||Name of the float per-particle attribute in which the radius of the Entities will be exported.|
|Export Crowd Entity Type Colors in Particles||Export the Entity Type colors in a per-particle attribute, see below to define the name of this attribute|
|ColorPP Name||Name of the color per-particle attribute, in which the color of the Entities will be exported.|
|Enable Conserve Attribute In Particle System||Enable or disable the conserve attribute in the wanted particle system|
|Particle Render Type||Select the particle render type of the wanted particle system|
|Resolution||Resolution of the painted map. This goes from 256x256 to 4096x4096. Changing resolution resamples the map. Bigger map takes longer to save and uses more memory.|
|Use Paint For Density||This attribute is activated automatically as soon as the Paint Tool is used to paint slot density on the Population Tool Locator|
|Use Surface Normals||If Use Surface Normals is enabled, a dot-product is made between the surface normal and the vector between the surface point and the closest spline point.|
|Add Spline||Add a spline free slot where you can map a spline and specify its rendering attributes|
Rendering splines will erase the surface if at least one spline is enabled
Locator Display Attributes
|Show Particle Index||Display the particle index in the viewport. Very useful when scripting|
|Locator Height||Height of the Population Tool Locator. Particles will still be generated on the terrain|
Finally, this panel defines the Population Tool Locator advanced attributes. If you read all this page till this part you just earned all my consideration, congrats!
Value used to initialize the current Population Tool Locator seed in addition of the Crowd Manager random seed. Changing this value has an influence on the Entities placement, but only in this Population Tool Locator.
Relationship between emitted Particle Systems and the Population Tool Locator
When a particle system is emitted from a Population Tool Locator, a link is created between the two objects. This link can be used to retrieve which Population Tool Locator has been used to emit one particle system.
Relationship between emitted particle systems and their Population Tool Locator