SpeedTree 是一款功能強大的工具包軟體,用於創建和渲染遊戲中的植物。
SpeedTree 是一款專門的3D樹木建模軟體,其支援大片的樹木的快速建立和渲染,而且它本身還帶有強大的樹木庫,軟件是由美國IDV公司研發制作的。 不僅可以通過插件將樹木導入到其他的3D建模軟體中使用,也可以為游戲引擎提供強大的樹庫支持,目前已經成為著名游戲引擎Unreal的御用樹木生成軟體。
SpeedTree技術最大的特徵就是可以在使用極少多邊形的情況下創造出高度逼真的樹木和植物,並且可以調整風速效果,使得這些植物隨著風的吹動而真實地搖動。遊戲開發者就可以直接在特定地形上生成整個森林,無需將樹一棵一棵地設置在相應地點上,大大提高了工作效率。
SpeedTree是由SpeedTree Modeler、SpeedTree Compiler和SpeedTree SDK三部分構成。Modeler是負責樹木的建模,Compiler是將材質和貼圖打包為程式所用,SDK是要結合程式繪製SpeedTree建模的樹木或者森林。Modeler,Compiler及SDK會出現在SpeedTree不同的版本中(版本比較請參考後頁)。
更新介紹
For the SpeedTree Modeler 10, that meant keeping the procedural workflows you love while adding in physics-based vines, freehand pruning, and enhanced mesh-rigging. For our Tree Library, you’ll find more models and scans, so that you can jumpstart your environments. Above all, we want to make your workflow more seamless and enable you to take your assets further with accessibility to all pipelines—our upgraded Runtime SDK and our all-new Pipeline SDK are here to do just that.
LEVEL UP MESHES
We’ve powered up custom meshes. With our new Mesh Spines system, you can now rig your mesh with spines and branch off with procedural geometry, make your mesh move with wind, and enjoy exports tailored for advanced animation.
So, to break it down further: let’s say you have a scan of complicated trunks and branches. Or, you’ve sculpted a masterpiece mesh in another DCC. Before SpeedTree 10, we had tools to attach things to meshes, build off meshes procedurally, or convert the mesh to a SpeedTree trunk—but all options had trade-offs. For example, did you want to preserve your mesh’s detail but force it to stay static? Or did you convert it to be procedural and work with wind but sacrifice some of its original character?
What we were missing was a method to integrate meshes without compromises. Now, the Mesh Spines system allows you to build off a mesh directly with procedural geometry, set layers of wind to your mesh, and export valuable information if you’re looking to break or animate the tree further. Mesh Spines unlock a new world of possibilities for creating with custom meshes.
DRAG AND DROOP VINES
Come and swing on into the new Vine Generator! Make swooping, hanging vines with ease, perfect for adding chaos to dense jungles or charm to a quaint garden trellis. Modeling vines between multiple models is totally possible. Want to go climbing? Vines can grow up any tree. Or, if you want to keep things on the down-low, vines can crawl along the ground—all with very little setup. We’ve implemented a physics-based approach for our vines, so getting that droopy goodness is right at your fingertips.
PRECISION PRUNING
Get out your gardening shears! Now you have complete control to prune your tree with the Trim Brush. The Trim Brush allows you to shape your model directly in the window with just a swipe of your mouse. We’ve got several modes to help you shape your tree in a jiff—use it in a pinch to correct a single branch’s length or slash one whole side of branches from your tree. You could also try getting fancy and snip up your own residential shrubbery! Who says you can’t have a tool that’s practical and a little playful?
A FRESH NEW LOOK
We’ve redecorated! In SpeedTree 10, we’re bringing you a modernized UI. What’s more, you have greater window customization with our new docking system. Icons have been corralled and organized for less wasted space. In addition, our new export system walks you through both games and cinema exports with presets. Need your own custom preset? You can script and save your studio’s export needs. We’ve also updated colors to improve accessibility. Enjoy a more sleek, streamlined experience with SpeedTree 10.
…and more!
THROW SOME SHADE
Shade Pruning: Remove leaves and fronds from the interior shaded parts of the tree in a snap.
CURVE CONTROL
Achieve precise control on extensions with Absolute Curves.
PACK FOR A TEAM
Custom Mesh Packing: Save the mesh packing you need and access your studio’s format from the export dialogue.
MAKE A REFERENCE
Declutter your graph and edit multiple instances via a single generator using Reference Generators.
CALCULATE COLLISIONS
Expanded Collision System: Decals and Mesh Details now participate in collision.
BALANCED BRANCHES
Clamp your branches’ max and min length and radii values to eliminate outliers and keep everything in the Goldilocks zone.
SpeedTree Modeler
This is where it all starts. The Modeler covers all aspects of modeling including procedural and hand-tuned geometry creation, LOD, lighting, physics, and more.
SpeedTree Compiler
This light-weight app gets trees primed for real-time rendering. Use the Compiler to combine efficient real-time tree models, texture atlases, and 360° normal-mapped
billboards in no time.
SpeedTree SDK
This set of C++ classes conquers all of the tasks associated with high performance tree rendering, all in a way that is easy to integrate.
SpeedTree for Games is an Award-winning 3D Procedural vegetation middleware product with fine-tuned art controls. Includes Modeler, Compiler, Tree Library and full-source SDK.
OPTIMIZATION
Increased performance throughout, including faster instance paging, constant buffer updates, and shader optimizations.
SUBDIVISION SURFACES
Create procedurally generated subdivision surface models suitable for hero trees.
SUPPORT
For PlayStation® 4, Xbox® One, Windows (DX9/11/OpenGL), Xbox® 360, and PlayStation® 3.
HUE VARIATION
Each tree instance and/or each leaf can now be uniquely tinted, adding more variation with fewer assets.
ROLLING WIND EFFECTS
In the same way that real wind gusts through nature, SpeedTree grass and trees now react rhythmically and believably to anything from breezes to gales. Each leaf and blade of grass animates uniquely.
IMAGE-BASED AMBIENT LIGHTING
More realistic ambient lighting.
GAME MODELER FEATURES
- Improved Leaf LOD
- GUI Improvements
- Floating License
- New Generation Algorithms
- Improved Control for Leaf Normals
MODELER
HAND DRAWING
Draw branch structures directly in the viewport using a tablet device or the mouse.
GROW AROUND PROPS
Make trees grow around or inside arbitrary meshes from your world.
BREAK A BRANCH
Then cap it realistically or delete individual branches & leaves entirely.
SCALE RESOLUTION
Quickly scale the amount of polygonal detail without affecting the shape of your model.
WORLD BUILDING
World building with tree placement export directly from the Modeler.
FORCES
Use forces to curl, twist, or gnarl any tree part.
PREVIEW DYNAMICS
Test real-time physics interaction, wind, and LOD all in the Modeler.
WELD BRANCHES
Branch welding means no more lighting seams or branch intersections.
NODE EDITING
Edit individual tree parts without affecting the rest of the tree. Our node-editing approach lets you tune or delete any branch, frond, or leaf.
COMPILER
COMBINE TREES WITH TEXTURE ATLASES
Reduce the number of texture look-ups by combining textures from multiple trees into a shared set of atlases. Rotate and scale individual textures to ensure a compact fit.
PERFECT BILLBOARDS
Distant trees that transition into billboards match their 3D counterparts to a ‘T’; even under dynamic lighting. The Compiler outputs all the texture layers needed to pull it off.
EFFICIENT BINARY FILE FORMAT
The Compiler intelligently computes and renders not only billboards and texture maps, but also efficient binary tree models.
COMPILER WIZARD
SpeedTree Compiler has a wizard mode that quickly gets your trees real-time ready, with simpler options.
SDK
HUE VARIATION
With the version 7 SDK, hues can be varied per-instance and per-vertex to achieve more naturalist color and texture effects. Size and hue variation can give the appearance of many unique trees with just a single tree model.
IMAGE-BASED AMBIENT LIGHTING
This new SDK feature makes it easy to use images, such as sky backgrounds, to generate ambient lighting effects that are more true to the natural light of outdoor scenes.
ROLLING WIND
The Rolling Wind Control adds directional, wave-like wind effects for animating the natural motion of grass, trees and dense vegetation.
LIBRARY
ALL NEW TREE LIBRARY
Check out our diverse library of trees for your next project.
SpeedTree Games/SDK Pipeline Walkthrough
The SpeedTree staff must give this demo 50 times a day at GDC and SIGGRAPH to game developers. On YouTube now via popular demand. The SpeedTree for Games pipeline contains: - The Modeler app for creating and editing vegetation - The Compiler app…
SpeedTree Wind
This video shows SpeedTree wind on a white birch tree. These settings were obtained by running the wind wizard and then doing some manual tuning. The video was captured in real-time from the SpeedTree Modeler.
Wind Wizard Results - Coconut Palm
This video shows what SpeedTree new Wind Wizard does on the Coconut Palm model in our library. Shown here is the direct result, you're free to tune the animation as you see fit after the wizard executes. This example depicts a reasonable …
SpeedTree FBX For Maya
In this walkthrough, Steve Klipowicz explains the basics of running the SpeedTree FBX and SpeedTree Forest plug-ins for Maya. These tools improve upon the experience of using the built in FBX importer for Maya, as seen in the video.
SpeedTree Cinema
SpeedTree Cinema is the award-winning 3D-modeling suite that allows you to
model, texture, and animate, both stylized and photoreal vegetation for VFX, arch/viz, or matte paintings.
PROCEDURAL + HAND MODELING
CREATE
Model and shape any type of vegetation using a combination of procedural and fine-tuned art controls.
ANIMATE
Preview and tune new advanced wind effects and create fine-tuned animated growth sequences.
TEXTURE
Apply textures to your entire model with a few clicks, with export scripts for most popular DCCs and renderers.
- PBR Materials and Workflow- Full PBR rendering in the SpeedTree Modeler as well as new editing tools for materials allow artists to fine tune their models before exporting into your DCC.
- Branch Extensions- Use child branches to extend their parents, providing greater control and smoother transitions to twigs.
- Phyllotaxy Generation Algorithm- New generation algorithm based on how leaves naturally grow on branches.
- Mesh Cutout System- Easily cut meshes to the shape of your leaf or cluster using our new mesh editor.
- Spine Noise- New property applies late or early noise along the length of the branch or trunk.
- Bifurcation Generation Algorithm- New generation algorithm automatically adds new child branches to create natural organic branch structures incredibly quickly.
- Leaf Collision- New background running, polygon-accurate tool to automatically remove intersecting leaves or clusters.
- Knot Generator- Completely reimagined approach for creating more interesting geometry for knots allows for more interesting gashes, knots, and scars.
- Material Sets- Materials can be grouped into sets to allow edits across multiple leaf types or bark textures.
- Discrete Season Approach- One .SPM model now uses a season curve to create unique trees at any point in the year.
- Faster AO Computation- New algorithm computes per-vertex AO on complex models in a fraction of the time.
- Interval Generation Algorithm– New algorithm that places branches in a set interval.
- Aspect Ratio Correct Mapping– Use a new UV mapping style to automatically tile textures based on their aspect ratio and that of the underlying geometry.
- Knockout and Pruning– Procedural tools for eliminating clutter, especially interior portions of the model.
- New Split feature– Split trunks and/or branches and extend them with new generators for fine control and seamless UV mapping.
- Shape Control– Automatically fill in meshes or procedurally placed spheres with branch structures to achieve complex shapes.
- Pruning- Automatically and intelligently reduce the number of branches across the tree.
- Decoration Generators- New “Fin” generator allows the addition of more shelf fungus and more.
- Material variance– Randomly adjust material colors to create subtle map variations.
- Built-in Spine Forces– Commonly used forces like gravity are built in to the new branch generator.
- Shell Geometry- Create more interesting trunks or stumps with the new Shell Geometry generator.
- Art Director Tool- Allows intuitive shaping of the tree, whether shaping entire branch levels or a single twig.