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    Spine 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.

    Geometry Types

    Frond

    When enabled, 2-sided frond geometry is generated along the spine.

    Leaf Style Fronds

    When enabled, frond geometry is treated as leaves. Leaf style fronds use leaf wind effects and are toggled with the leaf visibility hotkey (1).

    Branch

    When enabled, fully 3D branches are skinned over the spine.

    Cap

    When enabled, cap geometry is skinned over open ends of branches, either caused by the radius profile or breaking.

    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.

    Hand-Drawn

    Toggle Hand-Drawn

    Pressing this button will convert a procedural branch into a hand-drawn branch and vice versa. During the process, some properties (such as Allow forces and Spine:Perturbance) are disabled or enabled to provide a more seamless conversion.

    Note

    Converting to hand-drawn may result in a slightly different branch. Bifurcations will become disabled and/or the spline may twitch slightly during the resampling.

    Control point style

    Selects the type of control points that are used to form the Bézier spline from the following options.

    Property Description
    Corner Control point handles are independently rotated and scaled to best fit the hand-drawing
    Linear Control point handles are rotated in unison (per control point) but are scaled independently, creating linear tangents.
    Smooth Control point handles are rotated and scaled in unison, creating symmetrical tangents.
    Curve Fit Scalar

    Sets the accuracy of the Bézier spline that is created after hand drawing. Higher values result in the creation of more control points. Once drawn, a spline can be resampled with the 'Curve fit scalar' found in the 'Resample' group.

    Segments

    Multiplier

    Scales the number of length, radial, and cap segments uniformly.

    Style
    Property Description
    Relative Both length and radial segments are computed based on the length and radius of the node, respectively.
    Length relative Length segments are computed based on the length of the node.
    Radial relative Radial segments are computed based on the radius of the node.
    Absolute Both length and radial segments are set explicitly.
    Accuracy

    The maximum fidelity of spines.

    Length

    The number of segments composing spines.

    Optimization

    Segments are added and removed adaptively based on the curvature of the branch. Increasing this value increases the angle that must be met for a length segment to survive the optimization.

    Radial

    The number of segments composing the radial cross-section of branches.

    Cap

    The number of segments composing the cap geometry of broken or open-ended branches.

    Weld

    The number of segments composing the fused part of welded branches.

    Frond shape

    The number of segments composing the Frond: Shape: Contour curve.

    Frond Optimization

    Frond segments are added and removed adaptively based on the curvature of the frond. Increasing this value increases the angle that must be met for a frond length segment to survive the optimization.

    Spine

    Length Style

    The method used to determine spine length – either "Absolute" or "Relative." When set to "Relative," two new options become available: Length % and Limit Length, which factor into determining the final calculated lengths.

    Length %

    When Length Style is set to "Relative," this value is used to determine how long the nodes of this generator will be as a percentage of their parent's length. Optionally, a length limit can be enacted, which will limit the maximum length of spines at the value set generically for length.

    Limit Length

    When enabled, relative length spines will be capped at the length value, however, any individual node may be shorter than this value depending on the value set for Length % as well as the actual length of each parent node.

    Length

    The length of the spine nodes as distributed along the parent node.

    Relative length limiter If Length Style is set to "Relative" and "Limit Length" is enabled, this value serves as the limiter for all possible lengths, regardless of the length of each parent.

    Start Angle

    Sets the amount of angle offset from the parent node's growth direction at the point where each node occurs. Where 0.0 is equal to the parent's direction, 1.0 is an inversion of the parent's direction, and 0.5 is perpendicular to the parent.

    Alignment

    An interpolation between a random "up" direction and absolute (world) "up."

    Roll

    Uniform rotation of each spine. Roll is applied after Spine:Alignment.

    Unify Orientation

    Forces spine nodes on opposite sides of their parent to be oriented in the same direction. Rotation adjustments like "Roll" and "Frond Roll" keep opposite nodes synchronized when this option is enabled. This option is especially useful when modeling long, narrow fronds on a stem (e.g., ferns).

    Perturbance

    Toggles the effect of spine disturbance, jink frequency, and jink amount.

    Disturbance

    Sets the amount of randomness applied to each angle along the spine length.

    Jink Frequency

    Sets the sampling rate of the jink behavior.

    Jink Amount

    The amount to sample the jink behavior.

    Note

    Jink:Frequency and Jink:Amount work together to make the jink behavior. Either set to 0 nullifies the effect.

    Break Chance

    Sets the likelihood that any node will "break," resulting in a capped branch at the break spot.

    Break Spot

    The percentage of the way along any spine where the branch will "break" from break chance.

    Bifurcation

    Chance

    The likelihood that any node will bifurcate, or "fork" into two spines at the bifurcation spot.

    Spot

    The percentage of the way along the spine where the branch will "fork" from Bifurcation:Chance.

    Angle

    The angle between the two forked halves.

    Distance

    The length of the bifurcating segment (from the previous ring to the crease between the fork).

    Radius Scale

    Amount to decrease the radius of each bifurcation end branch.

    Adjust Frequency

    When enabled, bifurcated branches will generate more children than non-bifurcated branches.

    Adjust Frond Start

    When enabled, fronds geometry will not start until the bifurcation point (fronds will be made on each split after the break).

    Web

    Angle

    The amount to retract the crease in the middle of the web.

    Thickness

    The width of the crease in the middle of the web.

    Spread

    Amount to retract the outer edges of the base ring.

    Break

    Style

    Whether to break the left, right, or both ends if the break spot lies past the bifurcation spot.

    Left Break Spot

    The amount to offset the break spot up or down if it happens on the left end of the bifurcation.

    Right Break Spot

    The amount to offset the break spot up or down if it happens on the right end of the bifurcation.

    Cap Variance

    The amount of variation between the cap displacement of each bifurcation end branch.

    Note

    Both "Bifurcate" and "Break" must be enabled for a node to utilize Break:Style.

    Frond

    Shape

    Width

    The width of the frond.

    Height

    The height of the "Contour" curve.

    Contour

    The frond shape definition. This curve is extruded along the length of the spine.

    Shape: Contour Style

    Selects how the "Contour" curve is interpreted from the following options:

    Propety Description
    Right Side The curve is mirrored (over the curve Y-axis) on each side of the frond.
    Full Width The curve is interpreted to cover both sides of the frond, allowing non-symmetrical frond shapes.
    Lock Aspect Ratio

    When enabled, the frond width will increase and decrease to maintain the aspect ratio of the material.

    Mapping

    Selects the mapping style from the following options:

    Property Description
    Centered Surface Fronds are mapped based on surface approximation from the center outwards (maintaining the center-line of the textures).
    Surface Fronds are mapped based strictly on surface approximation (mapping may be heavily weighted on one side rather than staying centered).
    Planar Fronds are planar mapped face down without respecting surface approximation (may result in texture stretching).
    Flip

    Selects if/how frond geometry is flipped from the following options.

    Property Description
    None No flipping will occur.
    Mapping Random nodes will have flipped texture coordinates.
    Shape Random nodes will have flipped shapes [see Shape: Contour].
    Both Random nodes may have flipped texture coordinates, shapes, or both.
    Start

    The percentage along the spine where frond geometry begins.

    End

    The percentage along the spine where frond geometry terminates.

    Roll

    Uniform rotation of the frond, applied after spine roll and spine alignment.

    Count

    The number of frond "blades." Frond blades are instances of the frond shape rotated along the spine.

    Spacing

    The radial distance between each frond blade. A value of 1.0 results in an equal distance on both sides of the frond.

    Note

    Requires a frond count greater than 1.

    Normals

    Alignment

    Normals are rotated from the face normal towards the direction the node is growing. A value of 1.0 results in normals facing completely out.

    Spread

    Normals are fanned towards the sides of the frond. Spreading will increase for each Frond: Shape segment approaching the edge of the frond.

    Light Seam Reduction

    The normals at each vertex are rotated toward the surface normal at the point where the frond attaches to its parent. Use this option to smooth out the lighting where the frond meets its parent.

    Two Sided

    When enabled, geometry is created on both sides of standard fronds. Does not apply to mesh fronds.

    Invert

    Inverts the normals on standard fronds. This property does not apply to mesh fronds.

    Mesh

    Normal Bias

    Modulates between the standard frond normals (0.0) and the normals as defined in the source mesh (1.0).

    Offset Direction

    Selects the direction used for handling meshes with height from the following options:

    Property Description
    Frond The Z-depth of mesh fronds are applied based on the shape of the "Contour" curve.
    Spine The Z-depth of mesh fronds are applied in a planar fashion with the up vector defined by the spine's orientation.
    Z Scale

    Scalar for the height of mesh fronds.

    Branch

    Radius Style

    Selects how the radius is computed from the following options:

    Property Description
    Absolute The radius of the branch is determined using real-world units.
    Relative The radius of the branch is a percentage of its parent node at the point where it was generated.
    Radius

    The radius of the extruded branch skin.

    Note

    Radius is limited to the radius profile percentage of the parent node at the point where each branch is generated unless "Clamp radius" is disabled.

    Clamp Radius

    When enabled, the radius can never exceed the radius of its parent at the point where the branch was generated.

    Light Seam Reduction

    The amount to bend the normals toward the parent spine direction.

    Note

    Normal bending increases exponentially near the base of the branch since light seams occur where branches intersect.

    Roll

    Branch roll rotates the skin of the branch around the center spine without changing the underlying shape.

    Flares

    Number

    The number of flares around the branch.

    Balance

    An interpolation between equally-spaced and randomly-positioned flares.

    Width

    The radial spread of each flare.

    Length

    The distance out from the initial branch radius that the flares will extend.

    Height

    The distance the flare extends up the spine of each node.

    Cap

    Angle

    The rotation of the texture coordinates around the center of the cap.

    Scale

    Texture coordinate scale. Larger values zoom in towards the center (clamped at 1.0).

    Border

    Insets the cap from the branch proper to simulate bark thickness.

    Note

    A cap border greater than 0.0 results in an extra ring of cap segments.

    Offset

    Extrudes the cap geometry in the direction of the last length segment.

    Note

    Requires a border value greater than 0.0.

    Slope

    The length to extend one side of the cap, creating a slope.

    Note

    Rotate the slope with "Angle."

    Welding

    Enabled

    When enabled, branches will be pushed out and fused to their parent, creating a seamless union between the two.

    Normal blending

    The percentage to blend between computed branch normals and the normals from the parent branch at the point of welding.

    Distance

    The distance away from the parent branch skin to start the welded branch.

    Upper Spread

    The amount to spread the weld segments towards the end of the parent branch, creating a "web" where the branches meet.

    Lower Spread

    The amount to spread the weld segments towards the start of the parent branch, creating a "web" where the branches meet.

    Intersection Blending

    Style

    The method used for applying intersection blending. Options include:

    Property Description
    Standard Branch blending will be applied as long as it is considered "safe" (the branch doesn't cross a bifurcation saddle or detail clamp).
    Force Branch blending will be applied always, as long as the child is welded.
    Disabled Branch blending is disabled.
    Texture Pull

    The amount to extend the blended texture region along the child branch, elongating or squashing the texture mapping.

    Offset

    An offset to the "line" between the base texture mapping and blend region. Go above or below zero to offset the position of the blend line, without adjusting the texture coordinates.

    Texture Coordinates

    Layer

    Each layer applies only to branch geometry. Branches have two distinct sets of texture coordinates, "Base" and "Detail."

    Property Description
    Base Show the base layer property set.
    Detail Show the detail layer property set.
    Both Show the property sets for both base and detail layers.
    Note

    Detail layers are ignored in SpeedTree 8.0 and later.

    Style

    Selects the method used for UV coordinate computation.

    Property Description
    Relative Both U and V tile are computed based on the length and radius of the node.
    U relative U-tile is computed based on the radius of the node.
    V relative V-tile is computed based on the length of the node.
    Absolute Both U-tile and V-tile are set explicitly.
    U Correction

    Selects how U coords are corrected for the shape of the branch.

    Property Description
    None Texture mapping is applied as a cylinder before skin disturbance (i.e. displacement, welding, flares).
    Early Texture mapping is applied as a cylinder and adjusted before skin disturbance (i.e. displacement, welding, flares).
    Late Texture mapping is applied as a cylinder after skin disturbance (i.e. displacement, welding, flares).
    U Lock

    When enabled, the "U Tile" property becomes integer-locked to ensure wrapping without seams. For very thin branches, it may be desirable to turn this option off to match the texel density of parent branches.

    U Tile

    The number of times the material tiles around a branch.

    Note

    If Texture Coordinates: Style is set to relative, this integer becomes a floating point value and the actual value is a function of the radius of individual nodes. The computed U tile value is then rounded to an integer to avoid texture seams.

    V Tile

    The number of times the material tiles along the length of a branch.

    Note

    If Texture Coordinates: Style is set to relative, this integer becomes a floating point value and the actual value is a function of the length of individual nodes.

    U Offset

    Shifts the U coordinates.

    V Offset

    Shifts the V coordinates.

    Twist

    The number of full revolutions to twist the material per V tile.

    Flip twist

    When this value is not checked, each branch twists in a counter-clockwise direction. When it is checked, each branch twists the same amount in either a clockwise or counter-clockwise direction.

    Clamp

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

    Materials

    Branches, caps, and fronds can each have multiple materials to be distributed randomly. Use the button controls to add [+] or remove [-] materials per geometry type.

    Geometry

    A named mesh asset (only applies to fronds).

    Material

    A named material from the material bank, or set to "inherited."

    Weight

    The probability that a node will receive this material index (this weight ÷ sum of all weights).

    Sync Index

    When enabled (and multiple branch, cap, and frond materials are present), the distribution of cap and frond materials is synced to the distribution of branch materials. This ensures that "Branch 1" and "Cap 1" are always assigned together, and so on.

    Displacement

    Branch

    Source

    Selects the source of the displacement from the following options:

    Property Description
    Noise A generic, scalable noise pattern is used for displacement.
    Use material The material's height map (located in the normal map's alpha channel) is used for displacement.
    Named Displacement Texture A named displacement asset.
    Note

    The displacement source is not exported for real-time use; it is used only as a modeling aid.

    Mapping

    Selects how the displacement is mapped to the branch from the following options:

    Property Description
    Use base tex coords Displacement is mapped on top of the existing Layer: Base coordinates. Tile and offset are applied after obtaining the base coordinates.
    Overwrite base tex coords Ignore the existing coordinates and map displacement explicitly by the other values in this group.
    Amount

    The amount of surface displacement.

    Jaggedness

    The amount to offset the vertices of each branch ring. Jaggedness is necessary for creating realistic breaks when physics are enabled.

    Jaggedness Tile

    Scales the tiling of the displacement source for the jaggedness only. Adjusting this value may be necessary if the displacement map does not have sufficient resolution to offset individual vertices.

    Offset

    The amount to offset the depth of the displacement source. Values greater than one will push the displacement outwards and less than one will bring the displacement in towards the center of the branch.

    U Tile

    The number of times displacement is repeated across the U direction of the geometry.

    Note

    If Displacement: Mapping is set to "Use base tex coords," this value is a multiplier of the base U tile value.

    V Tile

    The number of times displacement is repeated along the length of the geometry.

    Note

    If Displacement: Mapping is set to "Use base tex coords," this value is a multiplier of the base V tile value.

    U Offset

    Shifts the displacement in the U direction.

    V Offset

    Shifts the displacement in the V direction.

    Cap

    Source

    Selects the source of the displacement from the following options:

    Property Description
    Noise A generic, scalable noise pattern is used for displacement.
    Use material The material's height map (located in the normal map's alpha channel) is used for displacement.
    Named Displacement Texture A named displacement asset.
    Note

    The displacement source is not exported for real-time use; it is used only as a modeling aid.

    Amount

    The amount of surface displacement.

    U Offset

    Shifts the displacement in the U direction.

    V Offset

    Shifts the displacement in the V direction.

    UV Tile

    The number of times displacement is tiled from the center of a cap.

    Angle

    Rotation offset for displacement texture.

    Ambient Occlusion

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

    Level of Detail

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

    Wind

    Apply

    Apply wind at this level.

    Weight

    The strength of the wind effect on this set of nodes.

    Note

    The left-hand side of the profile curve must be zero to avoid branch disconnections.

    Rotation

    Controls the direction of the vector along which this branch travels during wind oscillation. These values seldom change but can be modified to prevent neighboring branches from oscillating in the same direction (this is usually done in node editing mode).

    Group

    When leaf style fronds are enabled, this selects the "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.

    Fronds: Ripple Scale

    Controls how much this frond adheres to the frond rippling distance values set on the global wind settings.

    Edit Global Wind

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

    Growth

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

    Physics

    Use frond geometry

    When enabled, frond geometry is made physical as well.

    Bone Style

    Selects how bones are computed from the following options:

    Property Description
    Relative The number of bones is based on the length of the spine.
    Absolute The number of bones is explicitly set per node.
    Bones

    The number of bones generated along the length of spines.

    Note

    If Bone Style is set to relative, this integer becomes a floating point value and the actual number of bones generated is a function of the length of individual nodes.

    Radius Scalar

    The percentage to scale the radius of the bones.

    Length Scalar

    The percentage to scale the length of the bones.

    Density

    The weight and stiffness of branch geometry in physics calculations.

    Lightmap

    Scale

    Scales all of the geometry in this object's relevance in the automatically computed lightmap UV set. Use the distribution curve to control where the lightmap UV density is applied. The default value packs more at the base than at the tip. 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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