![]() ![]() If you want you can create your own atlas in Photoshop of bark and leaves that can be shared across multiple trees, just skip the Atlas generation step in the compiler. ![]() This allows us to share leaf and trunk textures across multiple trees to save memory. This works best for our games if we only combine the billboard images onto an atlas. Speedtree likes to combine all textures onto an atlas. %speedtree apps folder%/Content/Tools/5.0/SpeedTree_Applications_v5.0_Full/Documentationįor programmers: Be sure to read the Speedtree SDK documentation from IDV. SRT file, which is what you import into UE3.įor artists: Be sure to read the documentation from IDV at: It saves everything but the textures into a. SPM file and generates texture atlases, vertex data and other information about the tree. SPM files, which can only be read by the compiler. The modeler renders using an external application and may not match up with what you get in UE3. ![]() In the modeler you iterate on the tree's shape, wind and collision. live updating to the atlas layout.There are 3 components to Speedtree 5.0: the SpeedTree Modeler, SpeedTree Compiler and the integration into the UE3 game/editor. Wind effects LOD, improved billboard rendering, andwind effects LOD, improved billboard rendering, andwind effects LOD, improved billboard rendering, and live updating to the atlas layout. SpeedTree Compiler has been rewritten from scratch and now delivershas been rewritten from scratch and now delivers shader effects LOD,shader effects LOD,
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