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expstaticmesh [2018/04/02 12:41]
croft
expstaticmesh [2018/10/16 14:07] (current)
sechrest
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 =====Group By===== =====Group By=====
  
-On export, the geometry in a tree can be grouped in different fashions, depending on how the final mesh will be used or modified in an external application. Grouping by material or by geometry type is self explanatory.+On export, the geometry in a tree can be grouped in different fashions, depending on how the final mesh will be used or modified in an external application. Grouping by material or by geometry type is self-explanatory.
  
 ==Hierarchy== ==Hierarchy==
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 =====Include===== =====Include=====
  
-There are a variety of extra thing you may include in the mesh during export. The availability of these changes depending on the format chosen.+There are a variety of extra things ​you may include in the mesh during export. The availability of these changes depending on the format chosen
 + 
 +==Geometry== 
 +Includes the actual 3D geometry being exported. Disable this only if you need one of the other includes, like Spines, generated with different settings from the geometry itself.
  
 ==Branch seam blending== ==Branch seam blending==
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 No matter the format chosen for export, many of the same steps occur when dealing with textures. All needed textures are exported, per-material,​ and all the texture adjustments made in the Modeler are baked into the final texture. Material variations are handled by baking new versions of the maps into a new material used on the tree, so nothing additional needs to be done elsewhere to support them. No matter the format chosen for export, many of the same steps occur when dealing with textures. All needed textures are exported, per-material,​ and all the texture adjustments made in the Modeler are baked into the final texture. Material variations are handled by baking new versions of the maps into a new material used on the tree, so nothing additional needs to be done elsewhere to support them.
  
-Additionally,​ a SpeedTree material file (.stmat) is saved next to the exported mesh that contains all the information about the materials coming from the SpeedTree Modeler. Different formats have different ways of specifying materials, and some do not have the options to fully recreate SpeedTree materials elsewhere. To combat this, importer scripts for Maya, Max, Houdini, etc. read the stmat file and use that information to recreate the materials as closely as possible.+Additionally,​ a SpeedTree material file (.stmat) is saved next to the exported mesh that contains all the information about the materials coming from the SpeedTree Modeler. Different formats have different ways of specifying materials, and some do not have the options to fully recreate SpeedTree materials elsewhere. To combat this, importer scripts for Maya, Max, Houdini, etc. read the ".stmat" ​file and use that information to recreate the materials as closely as possible.
  
  
 =====Animation===== =====Animation=====
  
-In formats that support it (FBX for wind, Alembic for wind and growth), you can include animation. This animation is saved as a point cache file. Depending on your tree's complexity and length of animation, computing these caches may take a long time and create large files on disk.+In formats that support it (FBX for wind, Alembic for wind and growth), you can include animation. This animation is saved as a point cache file. Depending on your tree's complexity and length of the animation, computing these caches may take a long time and create large files on disk.