Using Generators

Introduction

Generators are used to generate items, humans and vehicles. These are useful to use rather than having to place down multiples of elements to create a scenario.

Features

(Fig.1) Assets Helpers

Editor_ Scene Functions - Generator - Helper.png

Asset Menu
Helper menu - generator

(Fig.2) Generators

Editor_ Scene Functions - Scenario - Generator.png

Details
Max speed - The maximum speed of a vehicle
Settings
Sphere shape - circle rather than a square
Generator width
Generator length
Random position - randomises where items are generated from
Position offset - sets where items will be generated
Random orientation - the direction items go in is randomised
Orientation offset
Picklist/Actor configuration - Shows a dropdown of all the picklists and digital humans in your scenario
Circuits - All circuits in your scenario will be shown here. A generator can use multiple circuits
Generation rate - seconds between items being generated
Poisson - randomly distributes generation but with a mean average based on generation rate
Mean - The arithmetic mean speed of generated objects
Sigma - The standard deviation of the speed function
Time to live - how long an item exists in the scene

Explanation

Concept

A generator, like all the helper elements, are best thought of as hit boxes. What do we mean by a hit box, it means, in the case of a generator that while an element exists within the generator area, nothing else will be generated until the last generated element has left the box. This has implications for some of the setting that you have available to you, which will be pointed out in the rest of this guide.

Max Speed

This function only applies to vehicles. The figure used is multiplied by the normalised random gaussian. The value produced by mean and sigma by the maximum desired speed of the vehicle.

Generation area

As default items will always be generated in the centre of the generator area.

Generator size

As said in the concept section, the size of the hit box will effect the way the generator performs.

Random position

Checking this will randomise where items are generated within the area.

Position offset

Using these settings allows you to customise where items are generated. The offset works from within the centre of the generator.

Generated Items

Picklist/Digital human

The only way to get the generator to produce items is to either create a picklist or create a digital human. You can find out how to create picklist here and digital humans here

Random orientation

The generator has a default direction shown by the arrow on the generator. Checking this means that items will be given a random direction.

Orientation offset

Adjust the default direction of the generator.

Circuits

A generator can use any circuit in the scenario. If the generator is not near the circuit, items will usually go to the nearest one and use that circuit before moving on to the next circuit. When using actors they will run to the first point of the circuit, before using the circuit. You can learn more about circuits here

Generation rate

The generation rate is measured in frames. a generator will only generate a new item once the previous item has left the generator area.

Poisson

Poisson randomises the generation of items in a more evenly distributed manner. You can see an example of this below.
Poisson vs normal distribution.png

Time to live

Time an item generated last in the scene in frames. If it is set to zero the item will live throughout the scenario.

Guide

  1. Go to the Assets menu (Fig.1-1), open the helpers dropdown and select MT_Generator (Fig.1-2)
  2. Once selected, place the generator in the desired location. You will notice there is an arrow on the generator. This is the default direction any element that moves, will move in.
  3. Now you need to add a pick list or a digital human.
  4. If an item moves eg vehicle or human, we recommend using a circuit or an attractor to move them away from the generator so more items can be created. If the objects are stationary then use the time to live option to regenerate a new object after so many frames.