The tweak tab allows you to easily nudge settings of selected volumes. Tweaking adds or subtracts amounts to whatever the current value is, meaning you can quickly modify things without having to manually adjust values and regenerate. It's generally a faster and more intuitive way to adjust volume shapes.
Tweaking requires volumes to have a valid Volumator_Data component, this is enabled by default, but it does mean you can't use these features on volumes not created with Volumator.
Tweakable settings include the most important generation settings that influence shape, as well as some additional controls to adjust the top and bottom of the volumes.
As a reminder, each setting mentioned on here will have more detailed information in the appropriate Settings page elsewhere on this site.
Like in other panels, you can regenerate volumes and recall the settings from volumes here, read up more about these buttons on the Build panel.
While these buttons aren't the main event for the tweak panel, they can be handy when you've tweaked the volume to something weird and want to set explicit values.
This handy section allows you to easily nudge the following settings on a volume:
Expand (enlarge/contract size)
Resolution
Simplify
Simplify Concavities
Base/Top adjustment (height)
The tweak buttons are the same as Recalling the settings on the select volume, adjusting the particular setting slightly and regenerating the volume, but obviously it's much easier to just press one button to, say, add 20 to the current Resolution amount.
Using these buttons you can rapidly tweak the volume to improve it how you need. As always, a quick test is run after generating the volume, you so you can easily see the change in warnings and errors that your changes make.
The 'Reset' buttons will reset the volume back to the setting that was used when you first generated the volume during the detection phase. This again means you're free to play around with it, knowing you can return to it's original settings.
If you'd like to learn more about the individual settings and what they do, check out the page on Generation Settings.
The one unique thing in these tweak buttons is the 'Base/Top' buttons. Here you can adjust either the bottom or top height (Z axis) location of the volume. This allows you to easily, say, bring the top of the volume up slightly to ensure it's covering the ceiling correctly. The tweak buttons themselves allow up or down in Unreal units. Simply select either 'Base' or 'Top' to choose what you want to adust, and then press one of the up or down arrowed buttons.
Reseeding volumes allows you to scramble the detection data and potentially change the shape. Reseeding may aid you in cases where your volume has poor integrity (there are some issues with creating a good shape) or if you like the settings you've used but want Volumator to give it another shot.
Each time you press reseed a new random number is generated and used to influence the shape. You don't need to manipulate this value, it's essentially arbitrary, so is hidden and behind the scenes, but it is stored and used in future regenerations. Effectively you can keep smashing Reseed until you get something you like, which is why it's in the Tweak panel.
Different generation modes react differently to reseeding. For normal Perimeter based modes the affects are usually only notable on concave sections, so if you have a purely convex shape then you likely wont see any difference. Below we can see some examples of reseeding a perimeter volume that has a concave shape
Our original perimeter mode generation of a curved, convex shape. A section in the top right (highlighted) is jutting inwards incorrectly due to the highly concave shape causing a challenge for the perimeter system... we'd like to fix this.
Clicking reseed has caused the perimeter system to rethink the configuration. This time the section in the top right has been correctly generated, fixing our problem without the need for a manual edit, yay!
Clicking reseed again has updated the volume but not caused the shape to change too much. The number of triangles is slightly different though, so if we wanted to we could keep reseeding until we find the optimal number of triangles.
In Voxel based modes (e.g. Voxel and DelaVox) reseeding shuffles the voxel grid, which can result in different arrangement of voxels and therefore different shapes and complexity. As voxel volumes don't have any warnings or errors the results are more down to taste rather than error fixing, but it can still be helpful in finding different resultant shapes.
The original voxel generation
After reseeding the shape has subtley changed and the triangle count is different.
Another reseed causing further changes to the voxel grid.