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whats_new [2018/10/25 15:18]
king
whats_new [2019/01/22 15:02] (current)
sechrest
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 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|v8.2.0| +^SpeedTree Cinema|v8.3.0| 
-^SpeedTree ​for Games|v8.2.0| +^SpeedTree Games|v8.3.0| 
-^SpeedTree ​for UE4|v8.2.0| +^SpeedTree Games Indie|v8.3.0| 
-^SpeedTree ​for Lumberyard|v8.1.4|+^SpeedTree UE4 Subscription|v8.3.0| 
 +^SpeedTree ​Unity Subscription|v8.3.0| 
 +^SpeedTree LumberyardSubscription|v8.3.0| 
 + 
 +=====v8.3.0===== 
 + 
 +===New Features=== 
 + 
 +==New release: SpeedTree Games Unity Subscription== 
 +v8.3.0 marks the first time SpeedTree v8 for Unity has been made publicly available. 
 + 
 +==New product: SpeedTree Games Indie== 
 +SpeedTree Games is now available with features from our top end modeler at a lower price. FBX/OBJ export, photogrammetry tools, and the full power of SpeedTree integrations at indie pricing. 
 + 
 +==EULA changes== 
 +Revenue caps have been added to several product offerings as shown below: 
 + 
 +  * SpeedTree Subscription ($19/​month):​ Limited to studios/​teams with yearly revenue under $100K 
 +  * SpeedTree Indie ($999/​year):​ Limited to studios/​teams with yearly revenue under $1M 
 +  * SpeedTree Full License (Per title/​platform):​ For UE4 custom licensees, studios requiring a site license, or with a yearly revenue of over $1M 
 + 
 +=="​Lock to Parent"​ added to Mesh generators== 
 +This option, when checked, forces meshes placed on branches to fit themselves to the length of the branch. ​ Uncheck this option to allow variable sizes. 
 + 
 +=="​Flip normals on backside"​ application preference== 
 +When this option is not enabled, the backsides of two-sided materials are rendered with flipped normals in order to be more compliant with PBR rendering. ​ This can result in jarring lighting on some models. ​ This application preference has been added to control this behavior and will be used during billboard rendering. 
 + 
 +===Bug Fixes=== 
 + 
 +==[CRASH] Growth export== 
 +A bug that caused crashes on a subset of models during animated growth exports has been fixed. 
 + 
 +==Orphaned generators== 
 +Models saved from earlier releases could have deleted generators present but not visible in the Generation Editor. ​ This situation caused errors in generator layout and has been fixed. 
 + 
 +==Materials in XML exports== 
 +A bug has been fixed that was preventing material information from being saved in XML exports. 
 + 
 +==Leaf reference material IDs in XML exports== 
 +A bug has been fixed that was preventing leaf reference material IDs from being updated in unwrapped XML exports. 
 + 
 +=====v8.2.1===== 
 + 
 +===New Features=== 
 + 
 +=="​Lock to parent"​ added to Leaf Mesh generators== 
 +This checkbox forces leaf mesh generators to rotate with their parent if their parent is a leaf mesh.  This option reduces separation in wind animation at the cost of tuning the behavior for this generator. 
 + 
 +==Mesh generator welding hints== 
 +Hints are now being drawn to show the weld region and results when trying to weld Mesh generators being deformed and placed via a "Spine only" branch. 
 + 
 +==Cap segments now have "​Resolution"​ curves== 
 +These curves allow you to adjust cap geometry for each resolution in VFX models. 
 + 
 + 
 + 
 + 
 +===Bug Fixes=== 
 + 
 +==Subdivision surface hiding== 
 +Hiding/​showing a Branch generator making subdivision surface geometry no longer leaves gaps where it meets the parent. 
 + 
 +==Subdivision surface caps animating/​exporting== 
 +A bug that could cause subdivision surface caps to export incorrectly and not animate has been fixed. 
 + 
 +==Subdivision surfaces not updating== 
 +Several bugs associated with cages not updating after a generator edit have been fixed. 
 + 
 +==Frond LOD with hidden parent== 
 +If a frond node's parent was hidden or removed during LOD operations, the frond would also be removed. ​ This behavior has been corrected. ​ All generators should LOD on their own and now fronds do so accordingly. 
 + 
 +=="​Orientation:​Weld start" on Branch generators orients correctly== 
 +Previous versions rotated the branch 90 degrees when this option was checked. 
 + 
 +==[CRASH] Scrolling through LODs with "​Collision"​ enabled== 
 +Games models with more than one LOD and "​Collision"​ enabled could cause a crash when the LODs were computed. ​ This bug has been corrected. 
 + 
 +==Collision causing Leaf Mesh LOD errors== 
 +A bug has been fixed that caused geometry removed during collision to impact LOD calculations. ​ This bug resulted in lopsided leaf clouds in lower LODs. 
 + 
 +==[CRASH] Billboard exports with Leaf Card generators== 
 +It was possible for game models containing camera facing cards to crash when generating billboard images. This bug has been fixed. 
 + 
 +==Generator upgrading== 
 +Version 8.2.0 introduced a bug that caused all radii of v7 and earlier branches to be set to 0.0 when upgraded to v8.  This bug has been fixed. 
 + 
 +==Collapsing/​Expanding generators== 
 +A bug has been fixed that prevented some files saved with collapsed generators from being expanded with a double-click. 
 + 
 +=="​Unlicensed"​ message== 
 +v8.2.0 introduced a bug in the subscription versions that falsely reported "​Unlicensed"​ in the title bar.  This bug has been fixed. 
 + 
 +==LOD mesh asset sizes== 
 +Leaf Mesh geometry is no longer corrupted when mesh assets that have meshes larger than LOD 0 in slots LOD 1 or LOD 2 are used. 
 + 
 +==Selection== 
 +A bug has been corrected that would, in rare circumstances,​ cause the wrong generator to be selected after a mouse click in the Tree Window. 
 + 
 +==Zone rotation== 
 +A bug was introduced in v8.2.0 where zones were rotated by 90 degrees each time they were selected in Node Editing mode.  This bug has been corrected.  
 + 
 +==Knot exports== 
 +A bug that could cause knot geometry to export with transparent vertices has been corrected. 
  
 =====v8.2.0===== =====v8.2.0=====
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 ==STE Export== ==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.+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== =="​Unfurl"​ growth option==