Modeling - Vegetation - Speed Tree

Related notes: Modeling Foliage, Sculpting, Modeling, Color , lsystem

Speed tree

You can construct tree procedurally to make an advantage of generators randomization

Shortcut

F / Ctrl + F - hide H - hide

Edit modes

  • Generator - edit all instances
  • Node - edit single branch “Clear Node Edits” option in the menu when you right-click a generator in the 

Parameters

  • [+-] - Variance. help with seed randomization
  • [green curve] - Parent curve. Along length of parent from bottom to end.
  • [blue curve] - Profile curve. How it behave along spline. From 0 to param value.
  • % of parent - Use % of parent to be procedural (can growth) «« ?!!!!!!! Shared parameters

Parameters

  Global Branch Leaves
Gen Number of points , Spawn points placement spline Global scale, Z-depth, Prune  
Spine   Length, Orientation , Start Angle, Noise  
Skin Welding Radious, Roll, Split Size
Optimize      
Orientation   - Orient, Deform
Segments      

Gen

Spawn points parameters

Placement Mode

mode Count Placement Placement ORIENT Usage
Absolut 1 Number Random Random Stomps and trunk
Absolut step * Number Even    
Proportional 1 Number Random Flat Adapts to the size of the parent. Suitable for randomization and cases where parents are of varying sizes.
Proportional Step * Number Even Flat  
Interval * Distance Even Star Constant frequency, adaptive number. - more for longer
Phylotaxy         Primarily used w high detail vfx targeted Based on botanical classifications.
Opposite (distichous) 2 Distance Even Flat  
Opposite (decussate) 2 Distance Even Cross  
Opposite 2 Distance Even Random  
Whorled * Distance Even Star  
Alternating (distichous) 1 Distance Even Flat  
Alternating 1 Distance Even Random  
Bifurcation   Unpredictable Random On Curvature Best places to produce organic structures. Natural junctions of the parent branch
Flood   Number Random Random Create targets or meshes attached to mesh generator or fill a general area at random.
Parent   Anchors Anchors Random Spawn on anchors
           

Align style


When “Align” is enabled, generated nodes attempt to roll their initial orientation skyward as much as they can, according to the following options:
Individual Each node rolls skyward independently.
Group All of the nodes in the group roll skyward together.

Spine

Orientation

  • start angle
  • roll
  • gravity / zig zag
  • noise
  • break

Orientation

For leaf generator

Orient

  • Sky influence - rotate toward sky deform
  • deform leaf mesh
  • vertex control - noise

Skin


UV


Mat

Segments

Optimization / Mesh Density. Can optimize along spline with blue curve.

Length Radial


Node

Branch

  • Branch
  • Trunk
  • Little branches
  • Twigs
  • Shell - divide trunk to 2 and blend materials

Leaves

  • Batch leaf - packed instances
  • Mesh leaf - access to each leaf
  • Fond - aspect ration depend on texture aspect ratio

You can add one of leaves generators and open: Edit Cutout editor. You should add pivot, direction and plane mesh

Material

Clusters

Planes with leaf clumps

Bake billboard
  1. Change view from perspective to orthographic (LMB on left upper corner of viewer) or add camera ()
  2. Window properties > Set screenshot safe frame > set resolution
  3. Lighting preset > set for overcast then increases ambient light and bake AO
  4. File > export image > same width and height as in prev. streak colors for padding, and uncheck ground. Add imagfes channels and bake Tip: to much collisions may look like solid from distance

Features

Forces

Just add force. Select generators for which you want use the force and enable

Direction

  • Magnet
  • Direction
  • Planar
  • Return - gradual undo of forces like gravity
    Rot
  • Gnali - rot on horizontal axis
  • Twist - on y axis
  • Curl - Other
  • Mesh - (growth on object) can attract or repel - (need to enable collision)
    • obstruct - push
    • prune - delete and cut
    • stop - stop growth

Free Hand

Hand drawn Space + LMB - create

Hand drawing

Old

Shape control

  • Shape control style by sphere or mesh (add mesh force enable it and then change to mesh )

Photogrammetry

  • add geo > photo branch generator
  • space bar and RMB

Collision

On toolbar

  • low - will remove intersect other on same level
  • medium - will remove intersection with parent
  • high -

Material / Wind

Projectors

- Vertex Editing - minor vertex change
- Bending - without  
- Click Place - clone
- Hand Drawing  - <<< !!!!  (space)
- Paint Displacement - move
- Paint Vert - move
- Paint Vert Col - color

LOD

https://docs9.speedtree.com/modeler/doku.php?id=kcgameslod