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meshes [2017/09/13 10:08]
titterton created
meshes [2017/09/13 12:43] (current)
titterton
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 =====Mesh Assets===== =====Mesh Assets=====
 {{ mesh_asset_bar.png?​150}} {{ mesh_asset_bar.png?​150}}
-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. ​+Meshes are managed in the [[meshes_bar|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. ​
  
 ====Cutouts==== ====Cutouts====
 {{cutout_editor_pivotpoint.jpg?​250 }} {{cutout_editor_pivotpoint.jpg?​250 }}
-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.+A quick and easy way to make a mesh without ever leaving the SpeedTree Modeler is to use the [[cutout_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.
  
-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 "​full"​ looking model without many triangles.+When modeling a low-detail tree, [[mesh_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 "​full"​ looking model without many triangles.
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 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. 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.
  
-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.+In special cases, you can even [[export_static_mesh|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.
  
 > **Note**: The "​Import mesh asset" item in the "​File"​ menu is a shortcut to importing meshes into a mesh asset quickly. > **Note**: The "​Import mesh asset" item in the "​File"​ menu is a shortcut to importing meshes into a mesh asset quickly.
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 =====Using Meshes===== =====Using Meshes=====
 {{ :​mesh_import.jpg?​300|}} {{ :​mesh_import.jpg?​300|}}
-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.+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 [[meshes_bar|Mesh Asset Bar]] and dragging it into the [[tree_window|Tree Window]]. The Mesh Wizard dialog (shown to the right) will appear, asking how you want to use the mesh.
  
 ====Leaves/​Fronds==== ====Leaves/​Fronds====
-Meshes are very useful when dealing with leaves or fronds. Just making a [[toolcutout_editor|Cutout]] around your material'​s opacity channel can make leaves render more optimally. Even when you use a mesh, each leaf can be [[leaf_mesh_generator#​deformation|deformed]] individually,​ so your leaves won't all look the same. Meshes can also be used to make fruit, flowers, buds, thorns, or any sort of small piece of a tree.+Meshes are very useful when dealing with leaves or fronds. Just making a [[cutout_editor|Cutout]] around your material'​s opacity channel can make leaves render more optimally. Even when you use a mesh, each leaf can be [[leaf_mesh_generator#​deformation|deformed]] individually,​ so your leaves won't all look the same. Meshes can also be used to make fruit, flowers, buds, thorns, or any sort of small piece of a tree.
  
-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.+When doing low-poly modeling, [[clusters|Cluster]] materials with cutout meshes may in fact make up the bulk of your tree, especially when using [[mesh_anchors|Mesh Anchors]] to place the children. Bushes may be made entirely in this fashion, with no actual branches.
  
 ====Mesh Forces==== ====Mesh Forces====
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 ====Trunks==== ====Trunks====
-Creating a tree with a custom-modeled mesh trunk is often done for "​hero"​ trees. This is accomplished using a Zone, as well. You would model your trunk in some other software such as Autodesk Maya or Pixologic ZBrush, import it, create a Zone using it, and then add procedural parts of the tree on top of it. You probably will need to use [[toolmasksbar|Mask Assets]] to control how/where the procedural parts grow off of the trunk.+Creating a tree with a custom-modeled mesh trunk is often done for "​hero"​ trees. This is accomplished using a Zone, as well. You would model your trunk in some other software such as Autodesk Maya or Pixologic ZBrush, import it, create a Zone using it, and then add procedural parts of the tree on top of it. You probably will need to use [[masks_bar|Mask Assets]] to control how/where the procedural parts grow off of the trunk.