Generator types
Explore the different types of generators and how to use them.
Main
Icon | Description |
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Tree generator Every model has exactly one Tree generator where you set global settings for the model. |
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Branch generator The Branch generator is responsible for generating trunks, branches, and roots. It can also be used for hand-drawn branches. |
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Leaf mesh generator The Leaf mesh generator is responsible for any type of leaf geometry or cluster. |
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Batched leaf generator On VFX trees with many thousands of leaves, this generator forgoes individual node editing for orders-of-magnitude faster computation. |
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Frond generator The Frond generator creates a mesh deform along a parent branch spine. This is useful to make palm fronds or ferns. |
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Zone generator The Zone generator serves as a parent for other objects to grow off, similar to the Tree generator. |
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Card generator The Card generator is responsible for generating camera-facing leaves based on materials and mesh assets. |
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Base generator The Base generator represents Projector scene objects in the generation hierarchy. It also stores information that impacts the projections. |
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Reference generator The Reference generator adds placeholders in the generation hierarchy to mark spots for new nodes. |
Decorators
Decorators are a way of spawning exterior parts to give a tree interesting and unique features.
Icon | Description |
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Cap generator The Cap generator closes off open-ended branches. |
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Decal generator The Decal generator wraps a material with a flat mesh onto a parent to create surface details such as knots, lumps, or cavities. |
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Fin generator Fin generators create a thin flap of geometry that can be used for fungus, moss, or other things that hang off a trunk or branch. |
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Knot generator The Knot generator creates an extra piece of geometry attached to a branch, such as a knot, lump, or cavity. |
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Shell generator The Shell generator creates a special kind of branch that sits on top of the parent branch, allowing you to wrap the parent in moss, algae, or low-poly vines. |
Photogrammetry
The generators in this group provide the mechanism for using scanned 3D assets as part of the model.
Icon | Description |
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Mesh generator The Mesh generator allows imported mesh assets to be used as part of the model and operated on by the photogrammetry tools. |
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Mesh converter generator The Mesh converter generator provides a set of tools for creating tiling map sets and native SpeedTree geometry extensions on meshes. |
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Mesh detail generator The Mesh detail generator creates surface details from a material and a 3D mesh and blends those details into the parent. |
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Stitch generator The Stitch generator joins native SpeedTree geometry to meshes. |
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Target generator Target generators are used to precisely locate children off any parent. |
Legacy generators
The generators used in SpeedTree versions 5 through 7 are now considered legacy generators. They’re still available in the current version, but they’re not fully functional with new systems and are not guaranteed to remain available in future SpeedTree versions. They are included primarily so that old models can be loaded and upgraded to use new generators instead.
The table below names each legacy generator and their replacements.
Legacy generator | Replacement generator(s) |
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Spine generator | Branch generator, Frond generator, Cap generator The Spine generator was originally responsible for all three components. |
Subdivision branch generator | Branch generator The Branch generator does polygonal and subdivision surfaces. |
Cage generator | Tree generator The Tree generator always acts as a default subdivision cage. |
Leaf generator | Leaf mesh generator, Batched leaf generator |
Proxy generator | No replacement. World building has been removed. |