SpeedTree
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    Light object reference

    The properties on the Light Object control how the scene is lit.

    To open lighting properties, in the Tree Window toolbar, select Light > Edit light properties.

    Environment

    Preset

    Quickly set the other "Environment" properties to one of a variety of lighting situations: bright sun, overcast, moonlight, etc.

    Directional

    The properties in this group control the directional light hitting the tree (which can be considered the sun).

    Color

    The color of the directional light.

    Intensity

    How much directional light exists in the scene.

    Ambient

    The properties in this group control both the ambient light hitting the tree and the colors shown in the background of the Tree Window.

    Type

    The style of ambient light to use - 3 color or HDRI

    Sky

    The color used at the apex of the sky in 3 color lighting.

    Horizon

    The color used for the horizon of the sky in 3 color lighting.

    Ground

    The color of the ground plane in 3 color lighting.

    HDRI

    The filename of the spherically mapped texture to use for the environment. This can be a true high dynamic range image in the HDR format, or it can be EXR or even any of the other image formats the Modeler supports.

    Intensity

    How much ambient light exists in the scene.

    Directional tint

    When used on the tree, how much to interpolate from the actual ambient value to the directional color. This lets you decide to have a very colorful background without too much of that color affecting the tree lighting itself.

    Specular scale

    When using an HDRI, a scalar applied to the specular from the environment.

    Subsurface scale

    When using an HDRI, a scalar applied to the subsurface from the environment.

    Rendering

    These properties control general rendering of this tree.

    Window background

    This button lets you quickly set the actual background to the same settings used for the ambient environment. It is the same as setting them on the Tree Window.

    Tonemapper

    The type of tonemapping to convert the high range lit image to one viewable on the screen.

    Flip backside normals

    By default this is enabled. It will cause the normals to be flipped on the back side of two-sided geometry. This, plus normals close to face normals, will provide the most accurate specular response. However, this doesn't always make the best looking leaves from a distance, especially on game trees. If you wish to really bend leaf normals, then disable this option as well.

    Ambient Occlusion

    These properties allow you to tweak the result when you render Ambient Occlusion (AO) on the tree.

    The new AO value follows the formula:

    AOnew = ((AO + Brightness - 0.5) x Contrast + 0.5) x (Max - Min) + Min

    Brightness

    Makes the AO brighter/darker.

    Contrast

    Increases the difference between light and dark AO values.

    Min

    Sets the darkest value of AO.

    Max

    Sets the brightest value of AO.

    Quality

    The quality of the rendered AO. This will affect the amount of time it takes to compute it.

    Ground Effect

    These properties control an additional AO provided from the ground near the bottom of the tree.

    Value

    The AO value to use at the bottom of the tree.

    Distance

    How far to spread this AO effect up the tree.

    Blur

    How much to blend the AO values as they near the end of the effect.

    Computation

    Render

    Renders new ambient occlusion.

    Clear

    Clears ambient occlusion to white.

    Shadows

    Quality

    Sets the quality of shadows used. Higher quality equals sharper shadows, but also slower rendering in the Tree Window.

    Ground weight

    Brighten/darken the shadow cast onto the ground, if needed. You most likely won't need to change this from the default.

    Global

    Edit lighting for multiple generators at once. To opt in a generator for global lighting, set its Lighting:Style to Global. Leaf mesh, Batched leaf, and Frond generators accept global lighting.

    Hint: To change the Lighting:Style for multiple generators at once, hold Ctrl and select the generators in the Generation Editor. With multiple generators selected, edit the Lighting properties in the Property Bar.

    Puffs

    Adjust the vertex normals relative to the model’s anatomical structure. Edit multiple properties to get the most natural lighting effect. If any Puffs values reach 1.0, they override the original normals. Adjustments made with these properties adapt to procedural or manual changes to the model.

    Tiny

    Adjust the vertex normals within a very small scale. Results in the most localized changes on the model.

    Small

    Adjust the vertex normals within a small scale.

    Medium

    Adjust the vertex normals within a medium scale.

    Large

    Adjust the vertex normals within a large scale.

    Huge

    Adjust the vertex normals on a model-wide scale. Results in uniform changes to the model.

    World

    Up

    Angle the vertex normals up or down along the z-axis. Use this property for uniform lighting on grass models.

    Projectors

    Adjust the vertex normals relative to a mesh asset geometry force. This property is only available if you enable Normals projection in the geometry force properties.

    Visualization

    Display the vertex normals for all generators with their Lighting:Style set to Global.

    Show

    Choose when to display the vertex normals.

    Property Description
    Never Don’t display the normals.
    When Light is selected Display the normals when the Light properties are open.
    Always Display the normals at all times.

    Style

    Choose to view all vertex normals or a reduced number.

    Property Description
    All normals Display all normals.
    Some normals Display a reduced number of normals.

    Scale

    Increase the length of the vertex normals.

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