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+ | {{ :: | ||
+ | ====== Basic Workflow ====== | ||
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+ | The SpeedTree Modeler, which runs separately from Lumberyard, offers procedural and hand modeling tools that allow both efficiency and precision.\\ | ||
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+ | > | ||
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+ | > | ||
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+ | ===== Activating Your Free License ===== | ||
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+ | The SpeedTree 8 for Lumberyard Modeler is available with a free license provided by Amazon. In order to use the Modeler you will need to [[http:// | ||
+ | |||
+ | === To activate your license: === | ||
+ | |||
+ | - Navigate to the SpeedTree for Lumberyard Product Page. | ||
+ | - Select " | ||
+ | - Complete the checkout process, creating a SpeedTree Store account if you do not already have one. | ||
+ | - You will now be able to login to the SpeedTree Modeler with your SpeedTree Store Credentials. | ||
+ | |||
+ | > | ||
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+ | |||
+ | |||
+ | ===== How Does It Work?===== | ||
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+ | |||
+ | SpeedTree 8 for Lumberyard can open SpeedTree files (.SPM) and export them in a format specific to Amazon Lumberyard (.CGF). It’s important to note that SpeedTree 8 for Lumberyard will not export meshes outside of the .CGF format and is incompatible with other game engines, including CryEngine. | ||
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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. Click here to learn more about creating models in SpeedTree. | ||
+ | - **Export the model as a .CGF:** SpeedTree models are exported directly into your Lumberyard project. Once they’ve been exported into the project, the asset processor will recognize the .CGF file and process it accordingly. SpeedTrees can be exported with up to 3 LODs with vertex painted colors for wind added procedurally. Once you’ve opened the model in your scene, you will need to enable the wind on the tree you’ll need to turn bending to a value greater than 0. | ||
+ | - **Place models in your scene:** Once imported, SpeedTree models can be placed or painted like any other static mesh. [[http:// | ||
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+ | > | ||
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+ | ===== Preparing Your Lumberyard Scene===== | ||
+ | |||
+ | After exporting your SpeedTree to your project, there are a key elements that will help make your scene look great. | ||
+ | |||
+ | === Lighting === | ||
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+ | By default, new levels in Lumberyard don't have any global illumination enabled resulting in black shadows. To add diffuse to the shadows in your scene you will need to either enable [[http:// | ||
+ | |||
+ | |||
+ | {{ : | ||
+ | >**A Sample Conifer with-out Global Illumination enabled: | ||
+ | |||
+ | **To enable voxel global illumination** | ||
+ | |||
+ | - In the Rollup Bar, on the Terrain tab, choose Environment. | ||
+ | - In the Environment panel, under Total Illumination v2, check the parameter " | ||
+ | |||
+ | |||
+ | {{ : | ||
+ | >**A Sample Conifer with Global Illumination enabled: | ||
+ | |||
+ | ===Enabling Wind=== | ||
+ | |||
+ | SpeedTree leverages Lumberyard' | ||
+ | |||
+ | When you export the tree for Lumberyard, all of these settings except “Bending” will be imported. There is no mechanism for importing the main bending value via .CGF file, so you'll need to enter your “Bending” value manually in Lumberyard. | ||
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+ | " | ||
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+ | The " | ||
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+ | ===== For More Information ===== | ||
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+ | |||
+ | - [[lumberyard_wind|Editing wind In SpeedTree for Lumberyard]] | ||
+ | - [[http:// | ||
+ | - [[http:// | ||
+ | - [[http:// | ||