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Tree Generator

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.

Generation

The properties in this group affect the computation of the entire model.

Shared

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.

Size Scalar

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.

Geometry

The properties in this group specify the type of geometry computed by the generators.

Branches/Caps

This feature selects either triangles or quads for branch and cap geometry.

Leaves/Fronds/Meshes

This feature selects either triangles or quads for leaf and frond geometry.

Subdivision

Cages are always computed as quads. Use this property to select either triangles or quads for the geometry generated when cages are subdivided.

Shape

The properties in this group influence the shape and position of the Tree Generator disk. This disk is where all geometry will originate.

Radius

Determines the radius of the area on the ground plane from which tree geometry can grow.

Sink

Controls the distance of the disk below or above the ground plane. Positive values will sink the model, negative values will raise it.

Roll

Controls the rotation of the disk on the ground plane.

Subdivision

The Tree Generator acts as the default cage when subdivision surfaces are enabled on any branch generator.

Level

This property controls how many times the mesh is subdivided.

Relax

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.

Dynamic LOD

The properties in this group govern the behavior of the Dynamic LOD system.

Enabled

When this property is checked, lower LOD versions of the model are automatically computed.

Number

Determines the number of discrete LODs computed for the model.

Branches

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.

Decorations

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.

Leaves

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.
Fronds

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.

Leaf Settings

Adjusts behavior of leaf meshes through LOD transitions.

Grow Scale

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.

Jumble

This value randomizes which leaves are kept and which are removed during the LOD process.

Seed

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.

Lightmap

The properties in this group govern the lightmap coordinate generation.

Note: lightmap UVs are generated only for UE4 and Games versions of the Modeler.
Target resolution

Controls the resolution for which the lightmap UVs are computed.

Note: It is important to not use a lightmap smaller than 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.

Display multiplier

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.

Compute Flags

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.

Vertex Colors

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.

Vertex Color

Sets the vertex color for the Tree Generator. This color can be inherited throughout the model.

Red

Sets the amount of red in the vertex color.

Green

Sets the amount of green in the vertex color.

Blue

Sets the amount of blue in the vertex color.

Proxy Collision

The properties in this group control the system whereby proxies that are too close to each other are eliminated.

Automatic

Toggles automatic culling of proxies.

Scale

Scales the area considered for proxy collisions.

Cull

Manually culls overlapping proxy nodes.

Restore Culled

Manually restores all culled proxy nodes.