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+ | ====== A Quick Word About SpeedTree 8 ====== | ||
+ | SpeedTree 8 is a significant upgrade from previous versions. | ||
+ | |||
+ | ==== Your old models will load in SpeedTree 8 ==== | ||
+ | |||
+ | But, you won't have access to many of the new features until you [[toolupgrade|upgrade]] at least some of the generators. | ||
+ | |||
+ | ====There are many new generators==== | ||
+ | |||
+ | Our approach going forward is to make each generator focus on exactly one thing, and do that thing very efficiently. | ||
+ | |||
+ | Here's a complete list of the new generators: | ||
+ | ^ [[branch_generator|Branch]] | Creates polygonal and subdivision branches (replaces the branch part of Spine and SubDiv). | | ||
+ | ^ [[frond_generator|Frond]] | Places blade or mesh geometry along a branch (replaces the frond part of Spine). | | ||
+ | ^ [[cap_generator|Cap]] | Caps off the end of open branches (replaces the cap part of Spine). | | ||
+ | ^ [[batchedleaf_generator|Batched Leaf]] | Very efficiently creates mesh based leaf geometry (replaces Leaf, computes hundreds of times faster). | | ||
+ | ^ [[leaf_mesh_generator|Leaf Mesh]] | Creates mesh based leaf geometry (also replaces Leaf, slower than Batched Leaf, but you can node edit the results). | | ||
+ | ^ [[knot_generator|Knot]] | Adds knots, cavities, gashes, and lumps to branch geometry. | | ||
+ | ^ [[fin_generator|Fin]] | Adds small, planar details like peeling bark and fungi to branches. | | ||
+ | |||
+ | ====Full PBR Material Workflow==== | ||
+ | |||
+ | The [[kcmaterials|material system]] and viewport rendering now utilize a Physically Based Rendering system. | ||
+ | |||
+ | ====There are three new generation algorithms, and you should almost always use them==== | ||
+ | |||
+ | For regular branch and leaf placement, at least. | ||
+ | |||
+ | ^Phyllotaxy | Natural leaf placement (alternating, | ||
+ | ^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 (VFX Only)==== | ||
+ | |||
+ | There is a " | ||
+ | |||
+ | ====A single VFX model contains all the season variations too==== | ||
+ | |||
+ | Each of the models created by SpeedTree will have all of the [[kcseasons|seasons]] modeled. | ||
+ | |||
+ | ====There are many new branch modeling features==== | ||
+ | |||
+ | Too many to list and describe here, in fact. Here are some highlights: | ||
+ | |||
+ | ^Extensions | Child branches can now continue any parent that doesn' | ||
+ | ^Late noise | Gives your branches natural bends and jinks without destroying the overall shape. | | ||
+ | ^Splits | Split trunks and branches with no UV seam and independently addressable extensions. | | ||
+ | ^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==== | ||
+ | |||
+ | [[toolcutout_editor|Creating meshes]] for your leaf maps has never been easier. | ||
+ | |||
+ | ====Animated forces==== | ||
+ | |||
+ | The strength of [[kcforces|forces]] can now be animated and the results exported as a cache. | ||
+ | |||
+ | ====Length and radius styles are gone==== | ||
+ | |||
+ | At least on the new Branch generator. | ||
+ | |||
+ | ====New exporting system==== | ||
+ | |||
+ | Okay, so now you've got a better model in SpeedTree. | ||
+ | |||
+ | ====New collision system==== | ||
+ | [[leafcollision|Leaf collision]] has been completely redone and happens in the background after every model change. | ||
+ | |||
+ | ====New Dynamic LOD system==== | ||
+ | The [[kclod|LOD system]] has been replaced. |