SpeedTree
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    Tree generator properties

    To access the Tree generator properties, select the Tree generator in the Generation Editor or in the Tree Window, and then go to the Property Bar.

    Generation

    A limited number of Generation properties apply to the Tree generator. The properties in this group affect the computation of the entire model.

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    Property Description
    Size scalar Apply a multiplication factor to the tree scale.

    Geometry

    The properties in this group specify the type of geometry computed by the generators.

    Property Description
    Branches/Caps Select triangles or quads for branch and cap geometry.
    Leaves/Fronds/Meshes Select triangles or quads for leaf and frond geometry.
    Subdivision Cages are always computed as quads. Use this property to select either triangles or quads for the geometry generated when cages are subdivided.

    Shape

    The properties in this group influence the shape and position of the Tree generator disk. This disk is where all geometry will originate.

    Property Description
    Radius Determine the radius of the area on the ground plane from which tree geometry can grow.
    Sink Control the distance of the disk below or above the ground plane. Positive values sink the model and negative values raise it.
    Roll Control the rotation of the disk on the ground plane.
    Unify child orientations Force child nodes to orient in the same direction.

    Subdivision

    The Tree generator acts as the default cage when subdivision surfaces are enabled on any branch generator.

    Property Description
    Level Control how many times the mesh is subdivided.
    Relax Average the vertices around the intersection between parent and child nodes in order to smooth out junctions. This property works in conjunction with the Relax scale property on Branch generators.

    Dynamic LOD

    The properties in this group govern the behavior of the Dynamic LOD system.

    Property Description
    Enabled Compute lower LOD versions of the model.
    Number Determine the number of discrete LODs computed for the model.
    Branches Specify how much branch geometry to keep at each successive LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state.
    Decorations Specify how much decoration geometry to keep at each successive LOD state. Decorations include knots, fins, and caps. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state.
    Leaves Specify how much leaf geometry to keep at each successive LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state.

    Note: Batched leaves don’t work with the LOD system.
    Fronds Specifiy how much frond geometry to keep at each successive LOD state. The left side of the curve corresponds to the highest LOD. The right side corresponds to the lowest LOD state.

    Leaf Settings

    Adjust behavior of leaf meshes through LOD transitions.

    Property Description
    Grow scale Leaf meshes that are kept during the LOD process are scaled up to fill in the empty space left by those that are removed. The scale point is computed automatically by the LOD system. This value controls how much bigger the surviving leaves get.
    Jumble Randomize which leaves are kept and which are removed during the LOD process.
    Seed This value is a random seed that governs the Jumble property. Use these two properties to shuffle which leaves are kept during the LOD process.

    SpeedTree SDK

    Property Description
    User data This string is available through the SpeedTree SDK for specialized data SpeedTree doesn't otherwise provide.

    Lightmap

    The properties in this group govern the lightmap coordinate generation.

    Note

    lightmap UVs are generated only for UE4 and Games versions of the Modeler.

    Property Description
    Target resolution Control the resolution for which the lightmap UVs are computed.

    Important: Don't use a lightmap smaller than that specified here inside of UE4. The algorithm accounts for many factors related to how UE4 computes lightmaps, including texel boundaries. Using a smaller lightmap will produce artifacts.
    Display multiplier Use this option to see what the lightmap density will look like at different multiples of the target resolution. Pack the lightmap UVs into a small resolution (useful for lightmapping painted instances) and then see how different resolutions in the target application will affect the density. You can never go lower than the target resolution without artifacts, but you can go higher.

    Vertex Color

    The properties in this group enable vertex color computation. Computing vertex colors can be expensive on large models and should be disabled when they aren't necessary.

    Note

    In the Lumberyard version of the Modeler, disable this property to use the default Lumberyard wind data computed by the Modeler. Enable this property to bypass that system and control the vertex colors directly.

    Property Description
    Compute Enable the computation of vertex colors.

    Note: To visualize the vertex colors on your model, you must select the Vertex Colors render mode from the View section of the Tree Window toolbar.
    Red Set the amount of red in the vertex color.
    Green Set the amount of green in the vertex color.
    Blue Set the amount of blue in the vertex color.

    Proxy Collision

    The properties in this group control the system whereby proxies that are too close to each other are eliminated.

    Property Description
    Automatic Toggle automatic culling of proxies.
    Scale Scale the area considered for proxy collisions.
    Cull Manually cull overlapping proxy nodes.
    Restore culled Manually restore all culled proxy nodes.
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