Documentation map
This page provides an expanded version of the SpeedTree Modeler documentation table of contents.
A few tips to find information in this documentation:
- To browse through the whole list of topics, use the table of contents at the left or scroll down through the list below.
- To filter page titles by keyword, use the Enter here to filter field above the table of contents at the left.
- To search text across the whole documentation, use the Search field at the right of the top banner.
Basics
- Modeling approach
- Create, open, or save files
- Units
- Upgrade old models
- Glossary
- User interface
Modeling
- Editing modes
- Generators
- Introduction to generators
- Manage generators
- Generator types
- Tree generator
- Branch generator
- Leaf Mesh generator
- Batched Leaf generator
- Frond generator
- Zone generator
- Vine generator
- Card generator
- Base generator
- Reference generator
- Cap generator
- Decal generator
- Fin generator
- Knot generator
- Shell generator
- Mesh generator
- Mesh converter generator
- Mesh detail generator
- Stitch generator
- Target generator
- Spine generator
- Subdivision generator
- Cage generator
- Leaf generator
- Proxy generator
- Nodes
- Properties
- Procedural techniques
- Freehand techniques
- Vines
- Forces
- Projectors
- Seasons
- Collision objects
- Art Director
- Meshes and materials
- Photogrammetry
- Photogrammetry in SpeedTree
- Create textures from photogrammetry scans
- Convert photogrammetry scans to procedural geometry
- Highlight features of branch geometry
- 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
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
Rendering
Exporting a model
- VFX export options
- Games export options
- Export material or sequence
- Export from the command line
- Export custom formats
- Texture packing
- Custom data packing for game export
- Package Options window reference