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a_quick_word_about_version_8 [2017/05/26 14:32]
sechrest
a_quick_word_about_version_8 [2017/05/26 14:40] (current)
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 ====Full PBR Material Workflow==== ====Full PBR Material Workflow====
  
-The material system and viewport rendering now utilize a Physically Based Rendering system. ​ This means your models will look more like they will in your final application while you work with them and that the materials you make will plug seamlessly into other PBR renderers.+The [[kcmaterials|material system]] and viewport rendering now utilize a Physically Based Rendering system. ​ This means your models will look more like they will in your final application while you work with them and that the materials you make will plug seamlessly into other PBR renderers.
  
 ====There are three new generation algorithms, and you should almost always use them==== ====There are three new generation algorithms, and you should almost always use them====
  
 For regular branch and leaf placement, at least. ​ These algorithms adapt to the model better than their predecessors and typically result in more natural placement of tree parts. The new algorithms are: For regular branch and leaf placement, at least. ​ These algorithms adapt to the model better than their predecessors and typically result in more natural placement of tree parts. The new algorithms are:
-Phyllotaxy - Natural leaf placement (alternating,​ opposite, etc.) 
-Interval - Place children at intervals along their parent starting from the end. 
-Bifurcation - Place children at sharp bends in their parent, simulating splits. 
  
-====A single VFX model now contains multiple resolutions====+^Phyllotaxy | Natural leaf placement (alternating,​ opposite, etc.). | 
 +^Interval | Place children at intervals along their parent starting from the end. | 
 +^Bifurcation | Place children at sharp bends in their parent, simulating splits. |
  
-There is a resolution ​group on the main toolbar that allows you to pick between four resolutions (High, Normal, Low, Draft). ​ A series of magenta resolution curve properties on each generator let you do things like lower segment count, knockout leaves and twigs, and even swap out whole generators based on the resolution setting. ​ Pick the resolution appropriate for you scene and go from there.+====A single VFX model now contains multiple resolutions (VFX Only)==== 
 + 
 +There is a "​[[kcresolution|Resolution]]" ​group on the main toolbar that allows you to pick between four resolutions (High, Normal, Low, Draft). ​ A series of magenta resolution curve properties on each generator let you do things like lower segment count, knockout leaves and twigs, and even swap out whole generators based on the resolution setting. ​ Pick the resolution appropriate for you scene and go from there.
  
 ====A single VFX model contains all the season variations too==== ====A single VFX model contains all the season variations too====
  
-Each of the models created by SpeedTree will have all of the seasons modeled. ​ Select the season you want by adjusting the season slider on the toolbar. ​ You can select any season, including transitions between them.  When you export all of the necessary materials will be created and no special shading networks are required in your target application.+Each of the models created by SpeedTree will have all of the [[kcseasons|seasons]] modeled. ​ Select the season you want by adjusting the season slider on the toolbar. ​ You can select any season, including transitions between them.  When you export all of the necessary materials will be created and no special shading networks are required in your target application.
  
 ====There are many new branch modeling features==== ====There are many new branch modeling features====
  
 Too many to list and describe here, in fact.  Here are some highlights: Too many to list and describe here, in fact.  Here are some highlights:
-Extensions ​Child branches can now continue any parent that doesn'​t come to a point. This means you can from the bottom of the trunk to the tip of a twig with smooth transitions. + 
-Late noise Gives your branches natural bends and jinks without destroying the overall shape. +^Extensions ​Child branches can now continue any parent that doesn'​t come to a point. This means you can from the bottom of the trunk to the tip of a twig with smooth transitions. ​| 
-Splits ​Split trunks and branches with no UV seam and independently addressable extensions. +^Late noise Gives your branches natural bends and jinks without destroying the overall shape. ​| 
-Shape Control ​Branch structures can now naturally branch out toward a defining shape or mesh. +^Splits ​Split trunks and branches with no UV seam and independently addressable extensions. ​| 
-Pruning ​Eliminate branches that point too far down or up, cross back into the interior, or touch the ground.+^Shape Control ​Branch structures can now naturally branch out toward a defining shape or mesh. | 
 +^Pruning ​Eliminate branches that point too far down or up, cross back into the interior, or touch the ground. ​|
  
 ====New mesh editor==== ====New mesh editor====
  
-Creating meshes for your leaf maps has never been easier. ​ In the new system just click points to create the mesh you want and use it on your model right away, no need to leave the app.+[[toolcutout_editor|Creating meshes]] for your leaf maps has never been easier. ​ In the new system just click points to create the mesh you want and use it on your model right away, no need to leave the app.
  
 ====Animated forces==== ====Animated forces====
  
-The strength of forces can now be animated and the results exported as a cache. ​ Use this feature to simulate external events like explosions or scene interactions.+The strength of [[kcforces|forces]] can now be animated and the results exported as a cache. ​ Use this feature to simulate external events like explosions or scene interactions.
  
 ====Length and radius styles are gone==== ====Length and radius styles are gone====