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+ | ====== Basic Workflow ====== | ||
+ | The SpeedTree Modeler, which runs separately from Unity, offers procedural and hand modeling tools that allow both efficiency and precision.\\ | ||
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+ | > | ||
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+ | ===== Purchasing the Modeler ===== | ||
+ | |||
+ | SpeedTree 8 for Unity is available with a subscription that can be purchased here: https:// | ||
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+ | Included in the subscription application are these features: | ||
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+ | * [[kcmaterialspbr|Physically Based Rendering Material Workflow]] | ||
+ | * [[seasons|Seasonal variations]] | ||
+ | * [[kcmesh_anchors|Mesh Anchors]] | ||
+ | * [[shape_control|Shape Control]] | ||
+ | * [[fin_generator|Decoration Generators]] | ||
+ | * [[fanunity| Unity specific wind]] | ||
+ | * [[lod|LOD setup]] | ||
+ | |||
+ | ===== Free Export Only Mode ===== | ||
+ | |||
+ | Log in with a free SpeedTree Store account to export the new SpeedTree samples models to Unity. | ||
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+ | Coming soon: v8 Drop-in-ready models will be available soon on the Unity Asset Store. | ||
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+ | SpeedTree models (.SPM) purchased from the store can be opened, allowing artists to change the seasons and wind options before exporting a SpeedTree runtime file (.ST). | ||
+ | For the full version of SpeedTree for Unity, simply activate a subscription through the SpeedTree store. | ||
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+ | |||
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+ | ===== How Does It Work?===== | ||
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+ | |||
+ | SpeedTree 8 for Unity can open SpeedTree files (.SPM) and export them in a format specific to Unity (.ST). SpeedTree 8 for Unity will not export meshes outside of the " | ||
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+ | Using the SpeedTree Modeler is a three-step process: | ||
+ | |||
+ | - **Create or purchase a SpeedTree model:** Whether you use models from our library or create them from scratch using the SpeedTree Modeler, you’ll need a model to get started. Models consist of the SpeedTree files (.SPM) and the textures and component meshes (.OBJ, .FBX) associated with it. | ||
+ | - **Export the model as a " | ||
+ | - **Import models into Unity:** SpeedTree models are imported into Unity like any other asset. They come in as a Static Mesh with extra vertex attributes to implement wind and smooth LOD. You can do anything with them that you can do with a Static Mesh inside of Unity. | ||
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+ | > |