User Tools

Site Tools


Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
whats_new [2018/04/16 14:49]
sechrest
whats_new [2018/10/25 15:18] (current)
king
Line 3: Line 3:
 Not all editions of the SpeedTree Modeler are released for each new version. ​ This table lists the latest release version for each SpeedTree product: 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 Cinema|v8.1.5+^SpeedTree Cinema|v8.2.0
-^SpeedTree for Games|v8.1.5|+^SpeedTree for Games|v8.2.0| 
 +^SpeedTree for UE4|v8.2.0|
 ^SpeedTree for Lumberyard|v8.1.4| ^SpeedTree for Lumberyard|v8.1.4|
-^SpeedTree for UE4 - Beta 4|v8.1.4+ 
-^SpeedTree for Unity - Beta 2|v8.1.4|+=====v8.2.0===== 
 + 
 +===New Features=== 
 + 
 +==[Beta] Photogrammetry== 
 +Cinema and Games versions of the Modeler have access to beta versions of the new photogrammetry features. ​ These additions are designed to allow you to import photogrammetry based meshes and extend them with procedural data, deform them with procedural spines, and use them to add details to models. ​ Please [[pg_intro|click here]] for more information. 
 + 
 +==Pan and Zoom in the Cutout Editor== 
 +You can now pan and zoom when making mesh cutouts. 
 + 
 +==LODs remembered individually in the Cutout Editor== 
 +The data used to generate cutouts is now stored per mesh LOD and can be easily interchanged with other LOD states for the asset using the new "​assign/​retrieve"​ arrow buttons. 
 + 
 +==New triangulation option in the Cutout Editor== 
 +Use "​Improved folding"​ to make the triangulation algorithm focus on putting edges down the main axis of the mesh so that "​folds"​ on leaf meshes look better, especially on low poly meshes. 
 + 
 +==Painted vertex colors in the Cutout Editor== 
 +You can now paint vertex colors in the Cutout Editor that can be used by the generators when the model is computed. 
 + 
 +==Multiple meshes per material== 
 +It is now possible to assign multiple meshes to a material asset. This feature allows in-app texture edits to apply to all the meshes that use it without duplicating materials. ​ New options have been added to generators that use meshes to allow you to pick which mesh (including random selection) is used for the generator. ​ Materials that have multiple meshes can be unwrapped into shared or separate islands.  
 + 
 +==Better material merging when atlasing multiple models== 
 +When using "​Export to game..."​ and combining multiple models into a single atlas, improvements have been made to ensure shared materials are only depicted once in the resulting atlas. 
 + 
 +==Path deformation== 
 +You can now draw a deformation spline for branches that can be applied procedurally to all branches in a generator. ​ This mechanism provides a manual alternative to using "​Noise"​. 
 + 
 +==FBX camera support== 
 +This feature from version 7 returns. ​ Select "​File->​Import camera from FBX..."​ to use cameras in an FBX file in the Modeler. 
 + 
 +==Improved quad computation== 
 +The quadification of imported mesh assets now creates better quads and does so in less time. 
 + 
 +==Hand drawing control points are now a fixed size== 
 +Older versions rendered control points in world units and were often too big or too small. ​ These control points are now drawn in a consistent size in screen space. 
 + 
 +==Face normal based normal computation== 
 +A new property named "​Smooth"​ has been added to leaves and fronds to create vertex normals based on the average of the face normals surrounding the vertex. ​ This feature is particularly effective on low poly meshes with high deformation. 
 + 
 +==STE Export== 
 +When exporting a mesh, STE is now an option. STE is a special variant of SPM, designed specifically for use with [[http://​docs8.speedtree.com/​engine/​doku.php?​id=start|SpeedTree Engine]]. When STE files are exported, all  textures the tree model uses in all possible states are included. This includes maps with artistic adjustments (e.g. contrast, saturation) baked in, baked variations as defined in the Modeler'​s material editor, and all seasonal textures. 
 + 
 +=="​Unfurl"​ growth option== 
 +This option allows branches'​ "Start angle" to animate as it grows. ​ Use this to make branches or fronds fall into place during a growth animation. 
 + 
 +==Extension control during growth animations== 
 +It is now possible to manually control when and how extensions grow (previous versions forced extensions to grow in time with their parent). 
 + 
 +==PC2 caches== 
 +64-bit PC2 formatted caches can now be written directly from the Modeler. 
 + 
 +==Velocity vectors== 
 +Velocity vectors are computed for wind and growth animation, enabling motion blur from geometry caches. 
 + 
 +==Leaf references in XML exports== 
 +Exports to the SpeedTree ​XML format can now contain leaf references. In addition, a new section called "​Meshes"​ has been added to the file so that mesh id, mesh LOD index, bone id, and vertex color can be retrieved ​for each leaf reference. 
 + 
 +==Weld region segment reduction== 
 +Weld region polygons now shrink away during LOD transitions,​ significantly reducing the triangle count of lower LOD meshes. 
 + 
 +==Custom exporters== 
 +This feature from v7 returns in a new form. 
 + 
 +==XML asset loading== 
 +SpeedTree raw XML output can now be loaded as a mesh asset, including mesh anchor locations/​orientations for procedural growth. 
 + 
 +==Specific mesh asset loading== 
 +Adding "#​name"​ to a mesh asset filename will load only that particular mesh out of the file. 
 + 
 +==Billboard count option== 
 +Game exports can now specify the number of billboards generated on the export dialog. 
 + 
 +==More Alembic data== 
 +Spines and anchors can now be stored per piece in Alembic exports. 
 + 
 +==Lightmap UVs in game FBX exports== 
 +The lightmap UVs computed in Games modelers can now be exported in FBX files. 
 + 
 + 
 +===Bug Fixes=== 
 + 
 +==Slow growth hitches== 
 +Subframe accuracy has been added to the growth system to prevent hitches in slow growth animations. 
 + 
 +==Polygon counts one frame behind in node editing mode== 
 +The polygon statistics were delayed and displayed previous totals until a node was clicked twice or edited. 
 + 
 +==[CRASH] Adding a shell with growth enabled== 
 +Adding shells with growth enabled no longer crashes, but shells still do not work with growth. 
 + 
 +==Leaf Mesh LOD index edits== 
 +Editing the "​Dynamic LOD:Mesh index" property now immediately impacts the LOD computation (previous versions required another property to be edited and the node to recompute). 
 + 
 +==Meshes separating from parent meshes in wind== 
 +It was possible for Leaf Meshes that were the child of other Leaf Meshes to separate from their parent during wind animation. 
 + 
 +==Lighting seams between Caps and Shells== 
 +Normal, binormal, and tangent welding tolerance near the seams of Caps and Shells has been expanded to accommodate geometry near the weld region. 
 + 
 +==Negative polygon counts== 
 +Leaf collision could cause the Modeler to report negative polygon counts for leaves. 
 + 
 +==Frond collision== 
 +Frond collision was broken prior to this release. ​ It works as expected now and old files are modified to turn frond collision off when they are loaded to preserve their state. ​ Once saved in v8.2.0 or later the setting will no longer be modified at load time. 
 + 
 +==Mesh preview lightmap warning== 
 +This warning message is now positioned correctly regardless of the aspect ration of the mesh preview window. 
 + 
 +==Dismissed dialogs resulted in stuck cursors== 
 +Checks have been added to ensure the cursor returns to normal (it was getting stuck as a "​resize"​ cursor) when any of the dialogs that are dismissed with a click outside the window are closed. 
 + 
 +==Ambient light color errors== 
 +Changes have been made to ensure that background rendering modes other than "​Ambient light" still use the ambient light settings from the Light object. 
 + 
 +==Extensions become separated during LOD transitions== 
 +Changes have been made to Branch LOD computations to ensure extensions stay connected to their parents at each LOD level. 
 + 
 +==Arnold import script error in Maya== 
 +The Maya import script for Arnold automatically sets the "​Opaque"​ flag on geometry needing an opacity map. 
 + 
 +==Subdivison surface edit== 
 +When SubD nodes are moved to an invalid position using the cursor the window navigation no longer kicks in and the invalid node is still indicated in the Tree Window. 
 + 
 +==Collision Object names== 
 +A naming scheme based on the generator names has been implemented to avoid confusing Collision Object names. 
 + 
 +==[CRASH] Hand drawn conversion== 
 +A bug that could cause some Branch nodes to crash when converted to hand-drawn nodes has been corrected. 
 + 
 +==Open dialog hanging== 
 +Disk scanning has been moved to the background to prevent the Open Dialog from locking up while scanning disks for recent files, preview images, etc. 
 + 
 +==[CRASH] Legacy model LOD generation== 
 +Legacy generators still do not support the v8 LOD system, but they no longer crash in models that use LOD and remain present at all LOD levels. 
 + 
 +==Hand drawn branch growth== 
 +A bug has been corrected that prevented some hand drawn elements from working correctly with animated growth enabled. 
 + 
 +==Undo/redo Cutout Editor results== 
 +Changes have been made to allow undoing/​redoing of Cutout Editor sessions. 
 + 
 +==[CRASH] Closing the "​Render Photo" dialog== 
 +A bug that could cause a crash if the dialog was closed before the rendering was complete has been fixed. 
 + 
 +==Extents and AO in mesh only scenes== 
 +Any models comprised exclusively of mesh forces now have their extents and ambient occlusion values set correctly. 
 + 
 +==Color space issues== 
 +Changes have been made to ensure the correct color space is used when exporting unwrapped models that use material variations. 
 + 
 +==Disappering weld region on hand drawn branches== 
 +Toggling welding on hand-drawn branches no longer causes the weld region to permanently disappear. 
 + 
 +==Bottom cap gaps and seams== 
 +A bug has been fixed that could cause bottom caps to become disconnected from their parent. ​ In addition, normal smoothing at the juncture has been improved. 
 + 
 +==[CRASH] Shell LODs== 
 +Shells that disappear before the final LOD no longer result in a crash. 
 + 
 +==Leaf generator conversion issues== 
 +Converting from Batched Leaves to Leaf Meshes (and vice versa) could result in material properties losing their combo boxes. ​ This error has been corrected. 
 + 
 +==Background rendering in orthographic views== 
 +All background rendering styles now work correctly in orthographic viewports. 
 + 
 +==V7 models in UE4== 
 +Leaves now function correctly in UE4 when version 7 models (or earlier) are exported from v8. 
 + 
 +==Leaf reference orientation/​size== 
 +A bug that could result in improperly oriented and sized leaf references has been fixed. 
 + 
 +==UE4/Unity frond wind bug== 
 +Fronds at the lowest LOD could detach from their parents. ​ This bug has been corrected. 
 + 
 +==Bone numbers doubled on shells== 
 +The reported number of bones for Shell generators is now accurate. 
 + 
 +==Shape control hint rendering== 
 +A bug has been fixed that could result in the shape control indicators in the Generation Editor being rendered for generators not under shape control. 
 + 
 +==Gust control handles== 
 +Gust control handles in the Tree Window are no longer visible when gusting is disabled. 
 + 
 +==Frond LOD== 
 +Fronds now drop length segments with their parent branch during LOD transitions (only true for fronds that do not use a mesh asset). 
 + 
 +==Extension material drops== 
 +Dropping a material on a branch extension now sets the extension material instead of the branch material. 
 + 
 +==Quad leaf collision== 
 +Collision on leaves that use quads has been fixed. Previous versions resulted in deformed geometry. 
 + 
 +==Caps missing a segment when using Quads== 
 +There is no longer a segment missing where Cap generators meet Branch generators with quads enabled. 
 + 
 +==Old generators vs. new LOD== 
 +All old generators (Spine, Leaf, Zone) now remain throughout the entire LOD transition (they still do not participate in the new system). ​ In previous versions, these generators disappeared during the first LOD transition. 
 + 
 +==Growth vs. Wind== 
 +Wind anchors were being scaled incorrectly during growth animations, resulting in stretching and distortion during high wind conditions. ​ This bug has been fixed. 
 + 
 +==Collapsed generators== 
 +Deleting a collapsed generator now deletes all generators underneath it and collapsed generators no longer affect the layout/​drag-drop behavior of generators in other parts of the Generation Editor. 
 + 
 +==Spine-only branches reduce LOD segments== 
 +In previous versions, the segment count stayed the same.  Fronds based on spine-only branches that do not use meshes will drop length segments as well. 
 + 
 +==Flattening dropped leaves== 
 +Leaf Mesh generators used to drop leaves now obey the "​Flatten"​ property in all situations (Batched Leaves have always been correct in this regard). 
 + 
 +==Absolute V tex coords vs. branch extensions== 
 +Absolute V texture coordinates now propagate correctly through from branches to their extensions. 
 + 
 +==Frond material changes== 
 +Fronds were not immediately reacting to Property Bar material changes (drag/drop was working as expected). ​ This bug has been fixed. 
 + 
 +==EXR in game exports== 
 +EXR exporting from Games versions of the Modeler now work correctly. 
 + 
 +==Frond wind bug== 
 +A bug where frond lighting orientation could oscillate with wind strength has been corrected. 
 + 
 +==Squashed welding== 
 +The shape of squashed parent branches is now accounted for when welding a branch to them. 
  
 =====v8.1.5===== =====v8.1.5=====
Line 58: Line 284:
  
 ==Lumberyard Face Winding== ==Lumberyard Face Winding==
-The face winding for Lumberyard exports has been modified to work with both the vegetation shaders (this always worked) and non two-sided shaders.+The face winding for Lumberyard exports has been modified to work with both the vegetation shaders (this always worked) and non-two-sided shaders.
  
 ==Unwrapping Fixes== ==Unwrapping Fixes==
Line 155: Line 381:
  
 ===New Features=== ===New Features===
-==Better Support for High Resolution Monitors== +==Better Support for High-Resolution Monitors== 
-"​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.+"​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.
  
 ==Arnold Support== ==Arnold Support==
Line 236: Line 462:
  
 ==Fronds Can Now Handle the "​Simple Leaves"​ Mesh== ==Fronds Can Now Handle the "​Simple Leaves"​ Mesh==
-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.+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.
  
 ==Cap Generators No Longer Indicate Wind Level in the Generation Editor== ==Cap Generators No Longer Indicate Wind Level in the Generation Editor==