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XGen Wind modifier options

You can use the Wind modifier to apply wind effects to spline primitives. The wind force is controlled by a 3D vector field with a main direction force and a second force that runs perpendicular to the main wind force. When setting up the Wind modifier, consider the following:

  • Use the Direction attribute to set the main direction of the vector wind. By default, the wind force moves along the X axis.
  • Use the Shear Freq and Shear Strength attributes to set wind vectors that run perpendicular to Direction. This way you can generate simple turbulence in the wind force.
  • Use the Gust Strength attribute to set the strength of the wind force.
  • Add noise to the main Direction and Shear vectors using the Low S and Lo Bias attributes for low frequency noise and Hi S and h Hi Bias for high frequency noise.

Wind Modifier

Mask

Lets you control how the modifier affects primitives in specified areas of the surface. For example, use Mask to load or an expressions or create a Ptex map that masks out the effect of the modifier.

Stiffness

The higher the stiffness the less splines bend in the wind.

Direction

Main vector direction of the wind.

Const Strength

Constant strength of the wind in its main vector direction.

Gust Strength

Maximum strength of the wind component in its main direction (controlled with the Noise locator).

Shear Strength

Maximum strength of the wind component in its secondary direction (perpendicular to the main one).

Shear Freq

Shear frequency (wind component in the transversal direction).

Seed

Randomization seed for the noise generation.

Pref Noise

Turning this on can stop unwanted motion in the noise field when working with animated or deforming meshes.

For information about Prefs, see XGen patches.

Low S

Sets the low frequency noise.

Low Bias

Sets the low frequency noise bias.

Hi S

Sets the high frequency noise.

Hi Bias

Sets the high frequency noise bias.

Hi Freq
Sets a value for the high frequency (Hi S) . The low frequency (Low S) is scaled to be lower than this value.
Rigid Body
When on, the CV's of the primitives are locked so they behave as a rigid objects when affected by the wind force.
Clump

When on, primitives are treated as clumps by the wind force. For this to work you must create a clumping map such as the one used by a Clumping modifier. See Create point maps for XGen Modifiers.

Loopable Wind

Loopable

Loops the Wind Modifier effect between the specified Loop Start Frame and Loop End Frame.

Loop Start Frame

Start frame for loopable noise.

Loop End Frame

End frame for loopable noise.

Loop Noise Span

Sets the noise field units when the wind travels in the loop.

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