SpeedTree
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    Data packing overview

    When you export a model for a game to a SpeedTree Runtime SDK file or via a static mesh such as FBX and USD, the Modeler packs some of the model data to the vertices of the exported mesh so that you can reuse this data for the game, for example by directly loading it into render buffers at runtime.

    File types and packing features

    The Modeler manages data packing according to the capabilities of the export file type you select:

    • The SpeedTree Runtime SDK files (STSDK) export process uses the "Vertex packing" feature.
    • The static mesh (FBX and USD) export process uses the "Mesh packing" feature.

    Both features use vertex properties of the exported mesh to pack the input data to. However, Vertex packing, as a custom format for the Runtime SDK, includes more functionality than Mesh packing, which targets standard static mesh formats.

    The Modeler comes with a default behavior for each of the two features, but you can customize them to your needs.

    Feature customization

    To get complete control over the data stored in each vertex in the exported files, you can customize the behavior of the data packing features:

    • Customize Vertex packing for Runtime SDK files
    • Customize Mesh packing for static meshes
    Note
    • This customization implies some scripting and requires to save files at a specific place in the Modeler's installation folder.
    • Once the configuration is complete, you still have to select your custom data packer in the Format-specific section of the Games export options to use it at export.
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