Skip to content

Pistil

Clicking on Pistil in the Flower Parts drop-down menu will add it to the Flower Layers list.

When Pistil is highlighted in this list, the following attributes will all be accessible.


This will offset the pistil up or down.

Adds subdivisions.

toFlower_Pistil_Subdivisions_01.png

Subdivisions set at 1.

toFlower_Pistil_Subdivisions_02.png

Subdivisions raised to 4.


Increases or decreases the width.

toFlower_Pistil_Wdith.png

Here, the pistil Width is increased (from the settings above) to 7cm.

Increases or decreases the height of the pistil.

You can manipulate this to fit your needs.

toFlower_Pistil_Profile_02.png

The shape of the pistil can be driven by manipulation of the Profile spline. This pistil mimics the rounded downward curve.

toFlower_Pistil_Profile_01.png

This second Profile setting is driving the unusual pistil shape above.

You can import custom objects, by simply dragging them into the Custom Object link field, then alter the different settings, as desired.

toFlower_Pistil_Custom_v01.png

In this image, the pistil is shaped by the Platonic, which as been dropped into the Custom Object field.


These options allow you to adjust the smooth shading between neighboring polygons.

Smooth shading can be applied across all polygons, or it can be restricted using the Angle Limit and Phong Angle settings. **

When activated, this will use the Phong Angle value to **restrict where smoothing occurs. **

You can change this to set the angle limit, up until which the neighboring surfaces will be smoothed.


These settings give you the ability to deform and twist your pistil.

The only available Modifier type available for the Pistil layer is Displacer.

This comes with its own parameter settings.

The hierarchical list of modifiers affecting your plant layer.

This is still available as more than one Displacer modifier can be added.


This modifier lets you bring in a Shader or a Texture to shape the pistil.

Selecting this modifier will give you the usual additional options (explained more fully in the Stamen layer page) to be able to import your Shader or Texture into the scene, including parameters for Channel and Tolerance settings.

toFlower_Pistil_Displacer_v01.png

With the Texture Source set as Shader, a Noise shader is driving the appearance of this pistil.


Copyright © 2026 INSYDIUM LTD. All rights reserved.