Deflection Effector
Reacts to the tree's own shape so branches stay aware of each other and avoid overcrowding.
Experimental. The effector framework continues to expand. Parameters and behaviour may change.
The Deflection Effector writes a per-point direction vector that reacts to the tree's own shape. It makes branches aware of each other so they avoid overcrowding, pointing growth away from nearby parts of the same tree. Typically read with the repel response mode.
Parameters
| Parameter | Description |
|---|---|
| Name | The effector instance name. |
| Radius | How close another part of the tree must be before deflection takes effect. |
| Strength | How strongly the deflection vector points away from the crowded region. |
Notes
- It does not read the surrounding terrain or scene environment. Response to the environment a tree grows in comes from plugging an environment into the Simulate; object-based effectors that react to arbitrary scene geometry are planned. The deflection effector's job is self-awareness of the tree's own crowding.
Debug Tree Rig
Diagnostic node for inspecting the rig, skin, joints, and bone-capture state of a tree before export. Used to confirm a tree is correctly rigged for Unreal Nanite Skeletal Assembly export.
Delay
Pauses growth on selected branches for a set number of iterations, staggering when different parts of your structure develop.