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[IGNORE] Attempting to clean up the conflict mess
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otls/gamedev_curve_branches.hda/gamedev_8_8Sop_1sop__curve__branches/Contents.dir/Contents.mime

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otls/gamedev_curve_branches.hda/gamedev_8_8Sop_1sop__curve__branches/DialogScript

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{
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name gamedev::sop_curve_branches
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script gamedev::sop_curve_branches
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label "GameDev Curve Branches"
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label "GameDev Simple L System"
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help {
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""
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type color
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size 3
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default { "0" "1" "0" }
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help "Color of the generated branches."
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range { 0 1 }
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parmtag { "autoscope" "0000000000000000" }
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}
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type float
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joinnext
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default { "0" }
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help "Minimum distance along input curve(s) where branches can start growing. A value of 0.5 will mean branches can only grow from halfway down the input curve."
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range { 0! 1! }
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parmtag { "autoscope" "0000000000000000" }
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}
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label "Finish"
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type float
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default { "1" }
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help "Maximum distance along input curve(s) where branches can start growing. A value of 0.7 will mean branches will stop being generated at 70% of the original curve input."
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range { 0! 1! }
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parmtag { "autoscope" "0000000000000000" }
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}
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type integer
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joinnext
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default { "4" }
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help "Number of branches to generate per input curve."
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range { 1 100 }
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parmtag { "autoscope" "0000000000000000" }
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}
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label "Variation +-"
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type integer
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default { "0" }
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help "Add randomness to the amount of child curves generated per input curve."
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range { 1 100 }
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parmtag { "autoscope" "0000000000000000" }
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}
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type float
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joinnext
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default { "0.2" }
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help "Length of the generated branches."
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range { 0 10 }
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parmtag { "autoscope" "0000000000000000" }
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}
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label "Variation +- "
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type float
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default { "0" }
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help "Length variation per generated branch."
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range { 0 10 }
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parmtag { "autoscope" "0000000000000000" }
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}
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type float
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joinnext
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default { "3" }
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help "Offset added to Y component of branch direction vector. A value of 0 will make branches grow perpendicular to the input curves."
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range { -100 100 }
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parmtag { "autoscope" "0000000000000000" }
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}
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parm {
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name "vertical_offset_variation"
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label "Variation +-"
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type float
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default { "0" }
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help "Amount of random offset of the vertical offset."
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range { -100 100 }
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}
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parm {
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name "mirror_x"
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label "Mirror X "
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type toggle
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default { "0" }
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help "Duplicate "
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}
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parm {
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name "spread"
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label "Spread"
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type float
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joinnext
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default { "1" }
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help "Amount that branches twist around the input curves. A value of 0 means all branches will stay on the same plane (relative to the input curve), low spread values will spiral branches around the input curves, high spread values look more organic and chaotic."
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range { 0 1 }
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parmtag { "autoscope" "0000000000000000" }
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}
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label "Curl"
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type float
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default { "0" }
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help "Apply a curl effect to the branches, approximating the look of vines and organic plant shapes."
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range { -1 1 }
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parmtag { "autoscope" "0000000000000000" }
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}
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groupsimple {
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name "folder0"
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label "Noise"
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grouptag { "group_type" "simple" }
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parm {
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name "noise_intensity"
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label "Intensity"
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type ramp_flt
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default { "2" }
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help "Control where noise gets applied along the length of the branch. The left side of the ramp represents the start of the branc, the right side represents the end."
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range { 1! 10 }
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parmtag { "autoscope" "0000000000000000" }
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parmtag { "rampfloatdefault" "1pos ( 0 ) 1value ( 0 ) 1interp ( linear ) 2pos ( 0.55176931619644165 ) 2value ( 0.63333332538604736 ) 2interp ( linear )" }
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label "Amplitude"
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type float
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default { "0.05" }
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help "Amplitude of noise, multiplied against the Intensity ramp."
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range { -1 1 }
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parmtag { "autoscope" "0000000000000000" }
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parmtag { "parmvop" "1" }
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type float
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size 3
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default { "20" "20" "20" }
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help "Frequency of the noise."
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range { 0 10 }
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parmtag { "autoscope" "0000000000000000" }
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parmtag { "parmvop" "1" }
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type float
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size 3
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default { "0" "0" "0" }
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help "Offset of noise."
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range { 0 10 }
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parmtag { "autoscope" "0000000000000000" }
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parmtag { "parmvop" "1" }
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{
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"OnCreated/Cursor":{
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"type":"intarray",
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"value":[1,1]
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"value":[5,25]
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},
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"OnCreated/IsExpr":{
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"type":"bool",
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"OnCreated/Source":{
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"type":"string",
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"value":""
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},
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"branch_v02.gif/Cursor":{
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"type":"intarray",
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"value":[0,0]
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},
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"branch_v02.gif/IsExpr":{
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"type":"bool",
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"value":false
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},
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"branch_v02.gif/IsPython":{
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"type":"bool",
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"value":false
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},
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"branch_v02.gif/IsScript":{
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"type":"bool",
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"value":false
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},
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"branch_v02.gif/Source":{
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"type":"string",
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"value":"C:/Users/139002/Pictures/branch_v02.gif"
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}
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}
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= GameDev Curve Branches =
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#type: node
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#context: sop
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#internal: gamedev::sop_curve_branches
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#icon:
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#tags: tech, model
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""" Scatters curves over curves, with many intuitive controls to go from clean geometric branches to organic vines. Duplicates of this sop can be chained together for recursive growth, approximating the look of L-Systems but much more controllable. """
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:video:
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#src:opdef:.?curvebranchv02.mp4
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@parameters
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Color:
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Color of the generated branches.
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Start:
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Minimum distance along input curve(s) where branches can start growing. A value of 0.5 will mean branches can only grow from halfway down the input curve.
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Finish:
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Maximum distance along input curve(s) where branches can start growing. A value of 0.7 will mean branches will stop being generated at 70% of the original curve input.
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Number of Children:
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Number of branches to generate per input curve.
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Variation +-:
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Amount of random offset of the vertical offset.
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Length:
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Length of the generated branches.
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Variation +- :
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Length variation per generated branch.
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Vertical Offset:
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Offset added to Y component of branch direction vector. A value of 0 will make branches grow perpendicular to the input curves.
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Mirror X :
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Duplicate
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Spread:
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Amount that branches twist around the input curves. A value of 0 means all branches will stay on the same plane (relative to the input curve), low spread values will spiral branches around the input curves, high spread values look more organic and chaotic.
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Curl:
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Apply a curl effect to the branches, approximating the look of vines and organic plant shapes.
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== Noise ==
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Intensity:
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Control where noise gets applied along the length of the branch. The left side of the ramp represents the start of the branc, the right side represents the end.
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Amplitude:
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Amplitude of noise, multiplied against the Intensity ramp.
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Frequency:
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Frequency of the noise.
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Offset:
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Offset of noise.
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otls/gamedev_curve_branches.hda/gamedev_8_8Sop_1sop__curve__branches/Sections.list

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IconSVG IconSVG
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OnCreated OnCreated
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ExtraFileOptions ExtraFileOptions
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branch__v02.gif branch_v02.gif
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curvebranchv02.mp4 curvebranchv02.mp4
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otls/gamedev_sop_dissolve_flat_edges.hda/gamedev_8_8Sop_1sop__dissolve__flat__edges/DialogScript

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label "Max Edge Angle"
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type angle
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default { "0" }
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help "Threshold of 'flatness'. 0 means edges have to be perfectly flat, higher numbers will find more edges and dissolve them."
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range { 0 360 }
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parmtag { "autoscope" "0000000000000000" }
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}
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= GameDev Dissolve Flat Edges =
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#type: node
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#context: sop
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#internal: gamedev::sop_dissolve_flat_edges
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#icon:
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#tags: tech, model
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""" Remove edges on flat surfaces. """
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:video:
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#src:opdef:.?dissolveflat.mp4
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This hda will identify edges that are flat, and dissolve them. The default behavior is to only find perfectly flat edges. The max edge angle slider allows a threshold of 'flatness', so edges which are mostly flat can also be dissolved, or the threshold can be set higher to obtain different effects, say artisticly driven decimation.
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@parameters
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Max Edge Angle:
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Threshold of 'flatness'. 0 means edges have to be perfectly flat, higher numbers will find more edges and dissolve them.
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otls/gamedev_sop_dissolve_flat_edges.hda/gamedev_8_8Sop_1sop__dissolve__flat__edges/Sections.list

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IconSVG IconSVG
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OnCreated OnCreated
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ExtraFileOptions ExtraFileOptions
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dissolveflat.mp4 dissolveflat.mp4

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