Mesh converter generator
The Mesh converter generator extracts tileable maps from meshes between the markers T (Top) and B (Bottom) and automatically replaces part or all of a mesh with standard SpeedTree geometry. One of these generators is usually the first step in building out a full model from a scanned trunk asset.
Static meshes vs. SpeedTree procedural geometry
Static mesh imports are somewhat limited in how you can blend and use them: you’re locked into that one scanned mesh's look. By converting the scan, you can harness key components (shape, texture), reuse, and recycle from the base. This makes adding new procedural branches faster. SpeedTree branches are far more capable than scanned branches, and this tool frees you from the singular static mesh's appearance.
Uses of the Mesh converter generator
Note
This tool is predominantly for tree trunk photogrammetry bases and works best with tube-shaped meshes. If there is a branch off the trunk, the converter can't be placed and needs to be moved to a good position.
Create textures
Use the Mesh converter generator to create the following textures:
- Create a tileable texture from the original mesh.
- Create a heightmap based on the geometry of the original mesh.
- Create a non-tileable texture (for example, a knot).
Refer to the Step by step instructions to create textures.
Convert to SpeedTree nodes
Use the Mesh converter generator to convert scanned meshes to SpeedTree procedural geometry:
- Convert in place: Automatically stitch an extension from the end of your mesh. This creates a stitch, keeps the base mesh, and connects it to a SpeedTree branch node.
- Convert to trunk: Creates a new SpeedTree branch node with the new tileable texture and heightmap. In this scenario, the original mesh isn't used in the final tree.
- Convert to branch: Creates a new Speed Tree branch node coming off of the original mesh, attached by a spine-only node. The new branch uses the newly created tileable texture.
Refer to the Step by step instructions to convert to SpeedTree nodes.