Configuring your Traits
In this section, we explain how you can configure your traits to generate your collection with GeneratOrd
Last updated
In this section, we explain how you can configure your traits to generate your collection with GeneratOrd
Last updated
If you have a complex collection, GeneratOrd's auto generation may not be sufficient for you. In this case you may need to generate the collection using third party tools and/or scripts. See this section for more details about this.
If you do choose to create a custom collection with third party tools, you do not need to configure the traits as described in this section. This section is only required if you are using GeneratOrd's auto generation features.
The layer order is the order in which each of the traits should be layered on top of each other when creating the images. To set the correct layer order for your collection, navigate to the Traits Tab of your collection, and select Layer Order from the side navigation bar. You will see a list of each of your trait types, as well as s preview image to help you set the layer order.
The Trait Types are ordered so that the background layers are first (at the top of the list), and the foreground layers are last (at the bottom of the list). So put your background trait type first, then each subsequent trait type will be layered on top of the previous.
When you first add your traits, the layer order will likely be incorrect. In the screenshot below, the preview image is clearly not right. We can see the Head trait type, and a couple of Tattoos, however, the Clothing, Topper and Expression are all hidden, because in the current configuration, the Background is being layered on top of these traits.
You can reorder your trait types by dragging and dropping each item in the list. As you do so, the preview image will automatically update, helping you to verify that the order is correct. In the screenshot below, we have moved the background to the top of the list as it should be the first trait, and reordered a few of the other traits, and now the preview is displaying correctly.
The trait rarities determine how often each trait appears in the collection. You can configure some traits to be rarer or more common than others.
To do this, navigate to the Traits Tab and select Rarity from the side navigation bar. You will see the following page. You can click on the Trait Type name to open or close each trait type, allowing you to easily navigate through all your traits.
For each trait, there are two things you can configure. You can set the Rarity Type to either Weighted or Fixed, and you can set the rarity of the trait, either by typing in the text box, or by clicking the Plus and Minus buttons to increment/decrement the rarity. The meaning of the number in the text box depends on the rarity type and is explained below. The expected percentage is also shown which indicates what percentage of the collection will have the given trait when the collection is generated.
In each trait type, there is always a trait called None. This is not a normal trait, and instead represents the absence of a trait. By default, the None trait always has a rarity of 0, meaning it will not be used in the generation process. However, if you set the rarity to a non zero value, then some traits will not have that trait type.
For example, if you leave the rarity of the None trait for the Background trait type with the default of 0, then every item in the collection will have a Background.
However, if you set the rarity of the None trait for the Clothing trait type to a non zero value, then some items of the collection will not have a Clothing trait.
It is important to note that the items that do not have clothes do not have a "Clothing: None" trait, instead, they do not have a Clothing trait at all. This means, that the None trait will not appear on marketplaces.
Each trait's rarity can be set to either Weighted or Fixed.
When you set the rarity type to Weighted then the value in the text box represents the weighted rarity of the trait, and the rarity of each trait is determined by the value of the weight in comparison to all the others. For example: if the weight of Trait A is twice the weight of Trait B, then Trait A will appear twice as often as Trait B. Increasing the weight will make it more common, while decreasing it makes it rarer.
Weights are related to the percentages, but are not the same. While percentages have to add up to 100%, weights do not, and can add up to anything. To make it easier to convert from weights to percentages, the percentage is shown underneath the weight of each trait. You can increase or decrease the weight of each trait to reach your desired percentage.
If you want more fine tuned control, and want to set the percentage of each trait exactly, you can also do this. If you make sure that the weights of each of the traits in a single trait type add up to 100, then the weights will equal the percentages, as you can see below. This only works if all traits are Weighted, and none are Fixed.
The collection generation process is random, so while the expected percentages shown are likely to be accurate, it possible for the actual result to be slightly lower or higher than expected. There is one exception to this. If you set the rarity to 0, then there will always be zero instances of that trait. If you want to ensure a trait is used an exact number of times, consider using Fixed rarities.
When you set the rarity type to Fixed then the value in the text box represents the exact number of items that will have the given trait. For example, if you set the rarity type to Fixed with a value of 100, there will be exactly 100 items in the collection that have that trait.
If you set the rarity type to Fixed for all traits in a trait type, it is important that the value of all the traits exactly adds up to the collection size. Otherwise, you will get an error when you try to generate your collection.
When you set a rarity type to Fixed, you may notice that the expected percentage shown becomes '??', as you can see below.
This happens when you haven't generated the collection yet, meaning GeneratOrd doesn't know how many items will be in your collection. After you have generated the collection and set the collection size (See Generating your Collection for details), the expected percentage will display correctly.