Installation
To install the SpeedTree Pipeline SDK, simply place and unpack anywhere on your machine the zip/archive file you received following your request.
Note
To use the Pipeline SDK, you must have a valid license for it.
Contents of the zip/archive file
psdk_contents
├── bin
│ ├── speedtree_viewer
│ └── resources
├── bindings
│ ├── csharp
│ │ └── SpeedTreePipelineSDK.cs
│ ├── csharp_test
│ ├── python
│ │ └── python3.9
│ └── python_test
├── include
│ ├── SpeedTreeWind.h
│ └── speedtree_pipeline_sdk.h
├── lib
│ └── [lib]speedtree_pipeline_v10.1.0.[lib|so|dll]
├── pipeline_sdk_exporter_resources
│ ├── app_data/
│ ├── mesh_packing/
│ ├── render_modes/
│ ├── standard_shaders/
│ ├── texture_packing/
│ ├── vertex_packing/
├── sample_models
└── source
└── speedtree_viewer
bin/
: Sample model viewer application binary for the target platform.bindinds/
: C# and Python language bindings for the SDK with sample usage in test code.include/
: The C headerspeedtree_pipeline_sdk.h
and the wind settings/types inSpeedTreeWind.h
.lib/
: The shared library built for target platform.pipeline_sdk_exporter_resources
:The export system requires several external folders to support its full suite of formats and options. This is due to the SpeedTree Pipeline SDK's architecture as an SDK wrapper around the SpeedTree Modeler's systems.
The VFX exporting system has only one external folder dependency, which is shared with the games export system:
app_data/usd/
: This folder houses an extensive set of USD-related files that enable the SpeedTree Pipeline SDK to export .usd files.
The rest of the resource folders are needed for games exporting due to on-export atlas/billboard generation:
standard_shaders/
: The games export system can render atlases and billboards on export and needs access to the standard Modeler shaders to do so.render_modes/
: These work together with the standard shaders above to render any type of pass needed for the exported textures.mesh_packing/
: Used to specify custom color values for FBX and USD exporting only.texture_packing/
: Texture packing is where users can set what values go into which color planes (RGBA) in the atlases. More on texture packing. SpeedTree Pipeline SDK users specify the texture packer by setting the export option variableStpGamesExportOptions::texturePacking
.vertex_packing/
: For the special .stsdk file format, used only by the SpeedTree Games SDK, users can set custom vertex definitions. More on vertex packing. SpeedTree Pipeline SDK users can specify separate vertex packers for both 3D mesh (StpGamesExportOptiSons::sdkVertexPacking
) and billboard geometry (StpGamesExportOptions::sdkBillboardVertexPacking
).
sample_models/
: Samples tree models.source/
: Source code for speedtree viewer application.