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expgame [2017/05/02 09:52]
croft
expgame [2018/10/16 14:07] (current)
sechrest
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 ==Seam Blends== ==Seam Blends==
-Seam blends are the small piece of geometry that hides the intersection of a branch to its parent by blending the parent material over top of the child branch. This is done using vertex alphas to fade it out. If the engine does not support per-vertex alphas, or if z-buffer problems are causing the seam blends to flicker, then you may disable this. Even without per-vertex alphas (and thus a hard line where the material changes), the blend pieces usually add to the realism of the tree by hiding the actual branch intersection.+Seam blends are the small piece of geometry that hides the intersection of a branch to its parent by blending the parent material over the top of the child branch. This is done using vertex alphas to fade it out. If the engine does not support per-vertex alphas, or if z-buffer problems are causing the seam blends to flicker, then you may disable this. Even without per-vertex alphas (and thus a hard line where the material changes), the blend pieces usually add to the realism of the tree by hiding the actual branch intersection
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 +==Leaf References== 
 +Leaf References are null objects in the correct position and orientation for each leaf. These can be used to populate the leaves with higher quality meshes at runtime, or perhaps for use with mesh instancing.
  
  
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 This option lists the various forms of texture packing available. These change on a per-engine basis. For example, a particular engine may expect color and opacity in one RGBA texture and the normal and gloss in another. But another engine may expect metallic and gloss to be in a different texture, etc. This option lists the various forms of texture packing available. These change on a per-engine basis. For example, a particular engine may expect color and opacity in one RGBA texture and the normal and gloss in another. But another engine may expect metallic and gloss to be in a different texture, etc.
  
->​**Advanced**:​ If you wish to add a new method of packing or change how texture packing is performed, you can edit the shaders and xml descriptions of each packing type in the application bin directory //​texture_packing//​. Note that you will also need to update whatever importers are being used in the game engine to match. Please contact [[mailto:​[email protected]|SpeedTree Support]] if you need more information.+>​**Advanced**:​ If you wish to add a new method of packing or change how texture packing is performed, you can edit the shaders and XML descriptions of each packing type in the application bin directory //​texture_packing//​. Note that you will also need to update whatever importers are being used in the game engine to match. Please contact [[mailto:​[email protected]|SpeedTree Support]] if you need more information.