Every model created in SpeedTree will have a Tree Generator. The Tree Generator provides a base node to build upon as well as being the source for the model's global properties.
The properties in this group affect the computation of the entire model.
The only property in the “Shared” group that applies to the Tree generator is “Size Scalar.” It always generates exactly one node at the origin. That node cannot be node edited.
This property scales the model; however, it does not scale the position of forces or size of force meshes. Only the geometry computed by the generators is scaled.
The properties in this group specify the type of geometry computed by the generators.
This feature selects either triangles or quads for branch and cap geometry.
This feature selects either triangles or quads for leaf and frond geometry.
Cages are always computed as quads. Use this property to select either triangles or quads for the geometry generated when cages are subdivided.
The properties in this group influence the shape and position of the Tree Generator disk. This disk is where all geometry will originate.
Determines the radius of the area on the ground plane from which tree geometry can grow.
Controls the distance of the disk below or above the ground plane. Positive values will sink the model, negative values will raise it.
Controls the rotation of the disk on the ground plane.
The Tree Generator acts as the default cage when subdivision surfaces are enabled on any branch generator.
This property controls how many times the mesh is subdivided.
Averages the vertices around the intersection between parent and child nodes in order to smooth out junctions. This property works in conjunction with the “Relax Scale” property on branch generators.
The properties in this group govern the behavior of the Dynamic LOD system.
When this property is checked, lower LOD versions of the model are automatically computed.
Determines the number of discrete LODs computed for the model.
This curve specifies how much branch geometry to keep at each successive LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state.
This curve specifies how much decoration geometry to keep at each successive LOD state. Decorations include Knots, Fins, and Caps. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state.
This curve specifies how much leaf geometry to keep at each successive LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state.
Note: batched leaves do not work with the LOD system.
This curve specifies how much frond geometry to keep at each successive LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state.
Adjusts behavior of leaf meshes through LOD transitions.
Leaf meshes that are kept during the LOD process are scaled up to fill in the empty space left by those that are removed. The scale point is computed automatically by the LOD system. This value controls how much bigger the surviving leaves get.
This value randomizes which leaves are kept and which are removed during the LOD process.
This value is a random seed that governs the “Jumble” property (described above). Use these two properties to shuffle which leaves are kept during the LOD process.
The properties in this group govern the lightmap coordinate generation.
Note: lightmap UVs are generated only for UE4 and Games versions of the Modeler.
Controls the resolution for which the lightmap UVs are computed.
Note: It is important to not use a lightmap smaller that specified here inside of UE4. Our algorithm accounts for many factors related to how UE4 computes lightmaps, including texel boundaries. Using a smaller lightmap will produce artifacts.
Use this option to see what the lightmap density will look like at different multiples of the target resolution. Use this option to pack the lightmap UVs into a small resolution (useful for lightmapping painted instances) and then see how different resolutions in the target application will affect the density. You can never go lower than the target resolution without artifacts, but you can go higher.
The properties in this group enable/disable the computation of specific types of geometric data. These properties could be computationally expensive and unnecessary in many applications.
Enables/disables vertex color computation. Computing vertex colors can be expensive on large models and should be disabled when they aren't necessary.
Note: In the Lumberyard version of the Modeler, disable this property to use the default Lumberyard wind data computed by the Modeler. Enable this property to bypass that system and control the vertex colors directly.
Note: There are render modes that enable you to see the vertex colors in the Tree Window.
Sets the vertex color for the Tree Generator. This color can be inherited throughout the model.
Sets the amount of red in the vertex color.
Sets the amount of green in the vertex color.
Sets the amount of blue in the vertex color.
The properties in this group control the system whereby proxies that are too close to each other are eliminated.
Toggles automatic culling of proxies.
Scales the area considered for proxy collisions.
Manually culls overlapping proxy nodes.
Manually restores all culled proxy nodes.