Not all editions of the SpeedTree Modeler are released for each new version. This table lists the latest release version for each SpeedTree product:
|SpeedTree for Games||v8.1.5|
|SpeedTree for Lumberyard||v8.1.4|
|SpeedTree for UE4 - Beta 4||v8.1.4|
|SpeedTree for Unity - Beta 2||v8.1.4|
Dynamic LOD, collision objects, spines, and bones have been added to XML exports from the Games Modeler.
An option has been added to the mesh export dialog to export the mesh without generating textures for considerably faster exports when the textures are either already made or will be assigned manually later in the pipeline.
Models using point caches or Alembic caches to represent wind animation were locked in draft mode. They will now use the mode selected on the Fan object. In addition, draft mode has been made more similar to production mode while still being faster in the viewport.
Several bugs affecting the consistency of wind strength and gusting behavior in point cache and Alembic exports have been fixed.
A new algorithm for determining bone weights has been implemented. It corrects issues with previous versions and adds an option to smooth bone weights or not.
A bug has been fixed that could cause quad branch geometry that rapidly decreased radial segment count to crash during welding.
Extensions placed on broken branches were not inheriting vertex colors or wind data, resulting in separation during animation. This bug has been corrected.
Quad exports to Maya have been fixed and degenerate quads no longer invalidate point caches.
Subscriptions Modelers in “Export-Only” mode no longer prompt to save the model if you compute ambient occlusion prior to exporting.
The link to the sample models on the “File Open” dialog now works correctly on Macs.
Leaf and frond meshes have new lighting properties allowing them to compute smooth normals based on the mesh after procedural deformation has been applied (this was only approximated in previous versions).
The crash associated with previously available drives no longer being accessible has been fixed.
The face winding for Lumberyard exports has been modified to work with both the vegetation shaders (this always worked) and non two-sided shaders.
A bug where shell generators could be mapped incorrectly during unwrapped exports has been corrected. Small items that were scaled up could cause overlapping in the atlas – this has also been corrected. In addition, an improvement has been made in the algorithm to prevent the unwanted expansion of tiny details.
Generators with failed welds could cause the “Growth Wizard” to crash when it was executed. This bug has been corrected.
Lightmap density visualization will now be correct immediately on load. Previous versions required an additional compute.
Polygons removed during collision could cause an error in polygon statistics reporting. This has been corrected.
These edits were moving the nodes appropriately but their new position was not being accounted for correctly in all computations. Bones, pruning, and wind weights now account for the new position.
It is now possible to use U tiling values of less than 1.0 on branch geometry. This is typically used to target a branch texture used as part of an atlas.
A previous fix caused V texture coordinate controls to be ignored on shells. This problem has been corrected.
Switching Leaves/Fronds to quads combined with the use of Mesh anchors could result in a crash. This problem has been corrected.
Node editing a branch to be “Spine Only” was being ignored. This edit works now.
Switching from a node edited material back to “generated” could cause a grey, default material to be selected instead of the season material. This problem has been corrected.
It was possible to transition the LOD state without updating the polygon stats. The polygon stats now match the LOD state in all circumstances.
Leaf mesh nodes contributing to collection meshes were all placed at the origin in the collection. They are now placed as they are in the model.
Toggling the selection indicator on and off no longer causes the LOD slider to stick.
This tab has been removed when in node editing mode.
A number of user operations, like deleting collision objects, caused the LODs to reset and the LOD slider to stick. These issues have been corrected.
Breaks that occurred low on welded branches could cause lighting seams where the cap was applied. Normals are now computed on all broken branches such that caps match exactly, no matter how short the welded branch is.
The control points on hand drawn branches now update during node edit operations.
Deleting hand drawn subdivision surface branches no longer causes a crash.
Hand drawn branches were “rolling” around the wrong axis. This problem has been corrected.
Using “Skin:Roll” was twisting hand drawn branches that were welded or used in subdvision surfaces. This problem has been corrected.
Knot decorators with no internal knot or cap geometry (i.e., “Lumps”) no longer create degenerate triangles with zero length normals/binormals/tangents at the center.
Version 8 Frond generators expect to be assigned materials that, in turn, have meshes associated with them. Dropping a mesh directly on a frond no longer results in a crash, but you still need to use a material with a mesh to achieve the desired effect.
The V coordinates on caps could be stretched when added to shells. This problem has been corrected.
It is once again possible to right-click in the Fan icon area to bring up the wind menu while wind is disabled.
The Dynamic LOD system has been modified to work seamlessly with background leaf collision.
Edits to this curve that resulted in values outside of the range [0.0, 1.0] would cause the Modeler to crash. This value is now clamped to this range internally, regardless of curve shape.
Using quad geometry on welded branches that reduced radial segment count along the branch could cause crashes. This problem has been corrected.
“Display scaling” has been added to the application preferences. Use this option to increase the size of fonts, icons, scroll bars, window indicators, and other gui elements.
The importer scripts for 3ds Max and Maya now support creating Arnold materials when importing SpeedTree models.
The importer script for Maya now supports creating Renderman materials when importing SpeedTree models.
“Undo” operations on node edits were wiping out all node edits, not just the last one. This has been corrected.
Using splits on branches welded to a parent could result in a crash or garbage geometry. This bug has been fixed.
Leaves using this collision style can no longer be eliminated by branches during the collision process.
A bug in the wind system that caused leaves to disappear for strengths greater than 1.0 has been fixed.
This technique of changing the camera position now works in “Trackball” navigation mode as well as “Standard”.
The blend region was not being sunk but the branch was. Both elements sink correctly now.
Shells that did not end on exact length segment were showing stretched UV coordinates in the last segment. This behavior has been corrected.
The highlight around the target of drag/drop operations has been restored.
An option on the export dialog has been added for creating 3ds Max 2015-compatible FBX files.
These handles now highlight as you mouse over them (like the other manipulator handles in the app).
A bug resulting in large gaps between geometry and its shadow has been fixed.
Leaf geometry generated as an extension could occasionally be placed at the origin instead of the end of the parent. This error has been corrected.
The SpeedTree open dialog could crash when displaying mesh previews. This has been fixed.
The speed and quality of the billboard rendering during real-time model exports has been improved.
The map and billboard atlas packing algorithm has been improved to create atlases that utilize the available texture space more efficiently.
TIF export settings for alpha mipmapping has been modified so that sparse leaves/needles don't disappear in the distance.
The vertex noise pattern used to blend branch intersections has been modified to reduce harsh edge artifacts near the transition edge.
Models created in 7 and earlier versions that used the “Cascade” value on parent curves now import with much greater fidelity in version 8.
The algorithm for smoothing geometry normals on fronds has been fixed (normals were spreading more on the interior than the exterior in previous releases).
Previous versions were ignoring the extents of Force Meshes when rendering AO data.
Repeatedly pressing this button on the Property Bar while in “Node Editing” mode could result in a crash.
A bug that could cause some geometry vertices to be set to the origin during collision/LOD computations has been fixed.
This mesh (a simple quad) is used to replace assigned meshes in low resolution computations (e.g., Draft Mode). Frond geometry could generate a crash when the meshes dropped to this resolution in previous releases.
Caps always inherit the wind of their parent and those values cannot be edited for the cap. Therefore, the wind level indicator on the cap has been removed.
Exporting wind using the strength curve on the Timeline Bar now works with “.fbx” file exports. Alembic exports of models with growth disabled are faster.
An option has been added to select whether or not velocity data is included in Alembic exports.
Map filenames can now be edited on the Edit Map dialog.
The automatic camera motion controlled in the “Capture Camera” section of the windows can now be applied to sequence renders. This feature is commonly used for turntable renderings.
Caps added to shells could cause a crash in the event the shell wasn't created.
This property selects which nodes factor into shape control length distribution.
Version 8 is a significant leap forward from version 7. Old models will still load, but new generators, materials, and tools are available to improve model quality and modeling workflow. Please have a look at this section for an overview about what has changed from version 7 to version 8.