High Detail Modeling

General Advise for Cinema Quality Modeling

SpeedTree provides all the power needed for creating trees with millions of triangles. Certain features affect compute time more than others. See the following section for tips on working interactively with high detail models:

The 'Triangles' to 'Quads' option can be found in the Tree Generator's Property bar.

SpeedTree Cinema and Games Only - Quad geometry output is only supported through the SpeedTree Cinema and SpeedTree for Games editions.

Exporting

Export Dialog

See all of the options we have for exporting familiar model formats, complete with bones, materials, wind, and more: User Interface → Tree Window → Exporting.

Exporting Wind

To get wind animation from the SpeedTree Modeler to other 3D packages, you'll need to get the animation data over via point cache, or you'll need to export bones for manual animation:

When exporting point caches, be mindful of the length of your animation. Animations longer than 10-15 seconds can quickly bog down your hard disk with GBs of animation data. To ease this process some, lower the frame rate to half of the desired framerate for interpolated animation.

Use SpeedTree FBX Processor scripts in third party apps

The SpeedTree Modeler ships with scripted utilities for use in various 3D packages that are designed to recreate your SpeedTree materials and add in extra SpeedTree stuff at the same time.

The tree model depicted to the above was processed with the 3ds Max processor script, then rendered with mental ray in Autodesk®'s 3ds Max®.



Interactive Editing

SpeedTree provides all the power needed for creating trees with up to millions of triangles. Certain features affect compute time more than others. See the following section for tips on working interactively with high detail models:

Node count is shown in white next to each individual generator, and in total next to the Tree Generator.



Keeping File Sizes Small

The file size of a SpeedTree Procedural Model (SPM) is dictated by the number of nodes in the model. Each generator, node offset and (optionally) geometry data is stored in the SPM format. With highly detailed tree models, these add up quickly. Take the following precautions to keep your file sizes reasonable.

Ambient Occlusion will need to be rebuilt without embedding geometry. Use the menu item 'Tools→Compute Ambient Occlusion' to rebuild it. Alternatively, ambient occlusion can be generated on load via the Tree Generator property 'Compute AO on load'.