SpeedTree
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    Leaf generator

    This generator has been deprecated. Go to the current version or learn how to upgrade an old model.

    Generation

    The Generation properties are described in full detail under Generation Properties.

    Forces

    The properties in this group control the behavior of forces on this generator.

    Random Seeds

    Properties that have variance are given random values based on a seed value in this group. Vary the seeds in this group to randomize only the properties associated with the seed type.

    Randomize All

    Randomizes the value for all seeds used to compute this generator.

    Placement

    Weld

    When enabled, leaves will be placed directly on the skin of their parent, rendering "Max" and "Min Distance" disabled. At the same time, "Surface Adhesion" becomes enabled.

    Unify Orientation

    Forces leaf nodes on opposite sides of their parent to be oriented in the same direction. Rotation adjustments like "Up," "Right," and "Out" keep opposite nodes synchronized when this option is enabled. This option is especially useful when modeling opposite or alternating phyllotaxis.

    Surface Adhesion

    Orients the leaves by interpolating between the internal "up" direction of each leaf (0.0) and the normal of the parent surface (1.0).

    Max Distance

    The maximum distance from the parent spine where leaf nodes are eligible.

    Note

    If "Generation:Style" is set to relative, increasing this property results in higher leaf node frequencies in order to ensure full canopy coverage.

    Min Distance

    The minimum distance from the parent spine where leaf nodes are eligible.

    Exponent

    The exponent applied to the computed placement distance. Greater values will pack leaf nodes near the parent spine and vice versa.

    Angle

    The angle between the parent spine and the vector used to offset each leaf from the parent spine.

    Spread Scalar

    Scales the spread factor value set in the leaf collision properties.

    Cull Scalar

    Scales the cull tolerance value set in the leaf collision properties.

    Note

    Spread and cull scalars have no effect in SpeedTree 8.0 and later.

    Edit Leaf Collision…

    This button has no effect in SpeedTree 8.0 and later.

    Leaves

    Size

    The size of the leaf nodes.

    Use Actual Size

    When enabled, the size parameter is ignored and the mesh is used at exactly the size at which it was modeled.

    Flip

    When enabled, randomly-selected leaf nodes are flipped over the Y-axis.

    Type

    Multiple leaf types can be defined and applied to nodes at random. Use the button controls to add [+] or remove [-] leaf types.

    Property Description
    Geometry A named mesh from the mesh bank will be used for this leaf type. A value of "none" results in a plane being used instead.
    Material A named material from the material bank to be applied to this leaf type.
    Weight Probability that any node will receive this leaf type (this weight ÷ sum of all weights).

    Cards

    Aspect Ratio

    The aspect ratio of leaf cards (width ÷ height).

    Jitter

    The amount of offset for each vertex from its default position.

    X Pivot Offset

    The horizontal distance from the center to position the leaf pivot point.

    Y Pivot Offset

    The vertical distance from the center to position the pivot point.

    Meshes

    Orientation

    Selects how the leaf meshes will be oriented from the following options:

    Property Description
    Default Uses SpeedTree's traditional algorithm.
    Sky sensitive Orients leaves based on their position relative to the sky and the tree structure.
    Camera facing Leaf meshes are oriented to face the camera at all times, exactly like a leaf card. However, camera-facing leaf meshes can take advantage of optimized geometry to reduce overdraw and costly transparent pixels.

    Sensitivity

    Parent

    Controls how much the leaves are aligned based on where they have grown on the model. Higher numbers result in localized orientations. Lower numbers result in a more global effect.

    Sky

    Controls how much the leaves point toward the sky. Higher numbers result in the Z axis of each mesh pointing straight up. The more sky sensitive a leaf is, the less parent sensitivity plays a roll in its orientation.

    Alignment

    Attempts to align the top of each mesh with the world "up" direction while respecting the existing Up Rotation. Used to eliminate upside-down meshes.

    Hang

    Interpolates mesh orientation between the local Z-axis (0.0) and the world Z-axis (1.0). (Percentage)

    Up Rotation

    Rotates each mesh around the local X-axis.

    Out Rotation

    Rotates each mesh around the local Z-axis.

    Right Rotation

    Rotates each mesh around the local Y-axis.

    Jitter

    The amount of offset for each vertex from its default position. Jitter is applied differently per leaf.

    Lighting

    Global Style

    Chooses the algorithm used for calculating the "Global Smoothing" anchor point from the following options:

    Property Description
    Parent curve reference Uses SpeedTree's traditional algorithm based on parent curves.
    Anatomical anchor Uses a value based on the distance to the ground along the parent branch's anatomy.
    Global Reference

    The position along the assigned parent level used for calculating "Global Smoothing."

    Note

    If "Extras:Hints" are enabled in the Tree Window, the global reference points are drawn as orange cross-hairs on the assigned parent level.

    Global Anchor

    The percentage to ground along the parent branch's anatomy where the anchor point for "Global Smoothing" is computed.

    Note

    If "Extras:Hints" are enabled in the Tree Window, the global reference points are drawn as orange cross-hairs on the assigned parent level.

    Global Smoothing

    Interpolation between globally smoothed (1.0) and locally smoothed (0.0) leaf normals.

    Global smoothing aligns leaf normals with the vector drawn from the Global Reference position to the leaf position, resulting in a predictably smooth lighting gradation.

    Local Smoothing

    Interpolation between locally smoothed (1.0) and individual node (0.0) leaf normals.

    Local smoothing aligns leaf normals with the vector drawn from the percentage along the parent spine where the leaf node occurred to the leaf node position, resulting in a staggered lighting gradation.

    Card Smoothing

    Pushes leaf card normals away from the center of each leaf card.

    Puffiness

    After all normal adjustments have been performed, this value "sphere-izes" the normals around the pivot point, giving the geometry a more puffy appearance.

    Range

    Range controls the maximum range that normals are allowed to span vertically. A linear growth curve uses the entire range from normals pointing completely down to normals pointing completely up. Raise the low end to keep leaves from having normals that point straight down.

    Ambient Occlusion

    Dimming

    Uniformly darkens interior leaf nodes.

    Wind

    Scalar

    Scalar for wind motion from the center of each leaf (profile curve) and for the generator as a whole (parent curve).

    Group

    Selects a "wind group" that this generator belongs to. On the global wind properties, there are two distinct wind groups, each with their own set of property values. This is useful for modeling an alternate leaf wind type (for objects such as hanging moss or flowers).

    Edit Global Wind

    Selects the fan object, allowing the alteration of all global wind settings.

    Level of Detail

    The properties in this group are ignored in SpeedTree 8.0 and later.

    Growth

    The properties in this group are ignored in SpeedTree 8.0 and later.

    Season

    The properties in this group are ignored in SpeedTree 8.0 and later.

    Lightmap

    Weight

    Scales all of the geometry in this object's relevance in the automatically computed lightmap UV set. Keep in mind that the scale value is considered along with the geometry area and texture area of the object. In addition, every object's lightmap scale is compared to every other object and then the lightmap packing is determined. This means that your scale value may not be honored exactly or may get so large as to exhibit unexpected results. Use "Tools→Reset lightmap scalars" to go back to default values for the whole model.

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