SpeedTree
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    This page provides an expanded version of the SpeedTree Modeler documentation table of contents.

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    Basics

    • Modeling approach
    • Create, open, or save files
    • Units
    • Upgrade old models
    • Glossary
    • User interface
      • User interface overview
      • Tree Window
        • Tree Window toolbar reference
        • Customize the viewport
        • Tree Window navigation
        • Overlays
        • Tree Window properties
      • Generation Editor
        • Generation Editor toolbar reference
      • Cutout Editor
        • Cutout Editor toolbar reference
      • Property Bar
        • Curve Editor
        • Variance Editor
      • Assets
        • Common asset settings
        • Materials Bar
          • Map Editor
          • Color Editor
          • UV Area Editor
        • Material Sets Bar
        • Meshes Bar
        • Displacement Bar
        • Masks Bar
      • Rules window
      • Hotkeys
      • Message system
      • Application Preferences dialog reference

    Modeling

    • Editing modes
    • Generators
      • Introduction to generators
      • Manage generators
      • Generator types
        • Tree generator
          • Tree generator properties
        • Branch generator
          • Branch generator properties
        • Leaf Mesh generator
          • Leaf Mesh generator properties
        • Batched Leaf generator
          • Batched Leaf generator properties
        • Frond generator
          • Frond generator properties
        • Zone generator
          • Zone generator properties
        • Vine generator
          • Vine generator properties
        • Card generator
          • Card generator properties
        • Base generator
          • Base generator properties
        • Reference generator
          • Add and set up a Reference generator
          • Reference generator properties
        • Cap generator
          • Cap generator properties
        • Decal generator
          • Decal generator properties
        • Fin generator
          • Fin generator properties
        • Knot generator
          • Knot generator properties
        • Shell generator
          • Shell generator properties
        • Mesh generator
          • Mesh generator properties
        • Mesh converter generator
          • Mesh converter generator properties
        • Mesh detail generator
          • Mesh detail generator properties
        • Stitch generator
          • Stitch generator properties
        • Target generator
          • Target generator properties
        • Spine generator
        • Subdivision generator
        • Cage generator
        • Leaf generator
        • Proxy generator
    • Nodes
    • Properties
      • Introduction to properties
      • Curves
      • Generation properties
        • Interval
        • Phyllotaxy
        • Bifurcation
        • Proportional
        • Proportional Steps
        • Absolute
        • Absolute Steps
        • Classic
        • Flood
        • Parent
      • Random seeds properties
    • Procedural techniques
      • Randomization
      • Leaf collision
      • Mesh anchors
      • Clusters
      • Splits
      • Shape control
      • Vertex colors
      • Geometry forces
        • Add and apply Geometry forces
        • Force attenuation and containers
        • Geometry force behavior properties
      • UV tiling and patching
      • Manipulate mesh sections
    • Freehand techniques
      • Bend
        • Bend a branch
        • Bend properties
      • Displacement
        • Displace a branch
        • Displacement properties
      • Trim
        • Trim a branch
        • Trim properties
      • Hand Draw
        • Hand draw a branch
        • Edit the spine of an existing hand drawn branch
          • Control point settings
        • Convert procedural branches to hand drawing
        • Work with hand drawn generators in the Generation Editor
      • Click Place
        • Add a branch with Click Place
        • Click Place properties
      • Vertex Edit
        • Select vertices to edit
        • Locally edit the geometry of a branch
        • Add wind rigging to a hero mesh
        • Vertex Edit properties
      • Vertex Features
        • Paint Vertex Features in Freehand Mode
        • Vertex Features properties
      • Vertex Colors
        • Paint Vertex Colors in Freehand Mode
        • Vertex Colors properties
    • Vines
      • Create and edit procedural vines
      • Place and edit vines manually
      • Create low-poly vines for games
      • Create vines that follow a guide
    • Forces
      • Force object reference
    • Projectors
      • Introduction to Projectors
      • Set up a Projector
    • Seasons
    • Collision objects
      • Generate Collision Objects window reference
    • Art Director
    • Meshes and materials
      • Meshes
        • Create a mesh cutout
      • Materials and maps
      • Texture atlases
    • Photogrammetry
      • Photogrammetry in SpeedTree
      • Create textures from photogrammetry scans
      • Convert photogrammetry scans to procedural geometry
      • Highlight features of branch geometry
        • Feature vertices
        • Add feature vertices
      • Texel density solutions
      • Extend a scanned trunk with a bake stitch
      • Extend a scanned trunk with texture blending
      • Extend a scanned trunk with vertex blending
      • Prepare a branch or twig mesh
      • Ways to use a branch or twig mesh
      • Place nodes on photogrammetry meshes
    • Mesh helpers
      • Concept and use cases
      • Add spines to a hero mesh
      • Add procedural branches to a hero mesh
      • Mesh helper properties
      • Custom spines sample

    Rules

    • Introduction to Rules
    • Anatomy of a Rule
    • Create a simple slider Rule
    • Create a Rule to combine properties
    • SpeedTree functions usable in Rules
    • Rules videos and samples

    Lighting

    • Directional lighting
    • Ambient lighting
    • Lighting leaves and fronds
    • Lightmap UVs
    • Light object reference

    Animation

    • Wind
      • VFX wind
        • Fan - VFX
      • Games wind
        • Fan - Games
      • Legacy UE4/Unity wind
        • Fan - Legacy UE4/Unity
      • Lumberyard wind
        • Fan - Lumberyard
    • Growth
    • Timeline Bar

    Rendering

    • Physically based rendering
    • Render modes
      • Make a custom render mode
    • Resolution
    • Complex model strategies
    • Level of detail
    • Cameras
      • Scene cameras
      • Render Photo

    Exporting a model

    • VFX export options
      • Unwrap UVs
    • Games export options
    • Export material or sequence
    • Export from the command line
    • Export custom formats
    • Texture packing
    • Custom data packing for game export
      • Data packing overview
      • Vertex packing for Runtime SDK files
      • Mesh packing for static meshes
    • Package Options window reference

    Importing to other applications

    • Maya
    • 3ds Max
    • Houdini
    • Cinema 4D
    • Blender
    • Unity
    • Unreal Engine (ST9 format)
    • Unreal Engine (Legacy ST format)
    • Lumberyard
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