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+ | ====== Meshes ====== | ||
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+ | While the SpeedTree Modeler generates much of the geometry in a tree, using pre-made meshes in certain places can greatly enhance the aesthetics and rendering speed of a tree. | ||
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+ | =====Mesh Assets===== | ||
+ | {{ mesh_asset_bar.png? | ||
+ | Meshes are managed in the [[toolmeshesbar|Mesh Asset Bar]]. This is where you can import meshes, create whole new cutout meshes, and modify parameters about meshes, such as orientation and wind information. | ||
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+ | ====Cutouts==== | ||
+ | {{cutout_editor_pivotpoint.jpg? | ||
+ | A quick and easy way to make a mesh without ever leaving the SpeedTree Modeler is to use the [[toolcutout_editor|Cutout Editor]]. This tool can help you make a mesh for a particular material with very little extra, empty space around it. Extra triangles can be added to make a mesh better suited for deformation. | ||
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+ | When modeling a low-detail tree, [[kcmesh_anchors|Mesh Anchors]] can be very useful. This feature of the Cutout Editor lets you pinpoint exactly where children will be attached. This can help you create a very " | ||
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+ | ====Importing Meshes==== | ||
+ | If you wish to have more control, you can model a mesh yourself in any third-party tool, such as Autodesk Maya or 3ds Max. The SpeedTree Modeler can import meshes in OBJ or FBX formats. | ||
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+ | In special cases, you can even [[expstaticmesh|export a mesh]] from SpeedTree, and import it back into a different tree. SpeedTree can be used to make flowers, pine cones, etc. that may then be placed in another tree. | ||
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+ | > **Note**: The " | ||
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+ | ====Mesh LOD==== | ||
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+ | In many cases, multiple levels of complexity are needed for a single Mesh asset. You can import three mesh levels in the Mesh Asset Bar for use with [[kclod|Level of Detail]] in a real-time model, or for use with [[kcresolution|Resolution]]. | ||
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+ | ====Collections==== | ||
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+ | A more advanced use of meshes is when dealing with [[collections|Collections]]. Collections gather parts of the tree that have already been computed, which can then be used as a mesh elsewhere. Getting vines to wrap around the branches of a tree is a great example of when to use Collections. | ||
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+ | =====Using Meshes===== | ||
+ | {{ : | ||
+ | Meshes can be used in many places on a tree. If you are unsure how to accomplish what you want with a mesh, first try clicking the drag/drop icon in the [[toolmeshesbar|Mesh Asset Bar]] and dragging it into the [[tooltree_window|Tree Window]]. The Mesh Wizard dialog (shown to the right) will appear, asking how you want to use the mesh. | ||
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+ | ====Leaves/ | ||
+ | Meshes are very useful when dealing with leaves or fronds. Just making a [[toolcutout_editor|Cutout]] around your material' | ||
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+ | When doing low-poly modeling, [[atclusters|Cluster]] materials with cutout meshes may, in fact, make up the bulk of your tree, especially when using [[kcmesh_anchors|Mesh Anchors]] to place the children. Bushes may be made entirely in this fashion, with no actual branches. | ||
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+ | ====Mesh Forces==== | ||
+ | [[mesh_forces|Mesh Forces]] are a way to use a mesh to influence a tree. Parts of a tree can be attracted to, repelled by, wrapped around, or cut short by a mesh. Roots can be wrapped around a rock, vines can hang down from a branch, and plants can grow up a wall, for example. | ||
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+ | Setting a mesh as a container area on another [[kcforces|Force]] lets you influence the [[kcgrowth|Growth]] of a tree as it moves through these different areas. | ||
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+ | ====Props==== | ||
+ | You can always place a mesh in the scene for use as a prop or background to your tree modeling. This would also be done using a [[mesh_forces|Mesh Force]], but you don't have to actually have it affect the tree in any way. You may apply a material to it so it looks like a real object in the scene. | ||
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+ | > **Note**: If you want the mesh to be part of the tree and export with it, tick the " | ||
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+ | ====Zones/ | ||
+ | If you apply a mesh to a [[zone_generator|Zone]], | ||
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+ | Terrains for world building are a mesh terrain applied to a Zone, with [[proxy_generator|Proxies]] added procedurally to it. | ||
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+ | ====Trunks==== | ||
+ | Creating a tree with a custom-modeled mesh trunk is often done for " | ||