Speed Tree Let’s Make a Forest Copyright © 2015 – Curt Hill.
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Transcript of Speed Tree Let’s Make a Forest Copyright © 2015 – Curt Hill.
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Speed Tree
Let’s Make a Forest
Copyright © 2015 – Curt Hill
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Copyright © 2015 – Curt Hill
Introduction• This is a third party application for
parametrically generating trees and other foliage
• It is not part of the editor• What is sent with the UDK is a
“lite” version– Fewer and more restricted features– Of course, they want the serious
developed to buy the full version
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Adding SpeedTree Actors• The UDK comes with several
SpeedTree generated objects– A banana plant, two banyans and tow
tobacco plants (despite this being a tobacco free campus)
• Some of these have the default material and others are properly materialed
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Content Browser
Copyright © 2015 – Curt Hill
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Drug onto Scene
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Sized
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Commentary• Speed tree items usually start very
small – They always need to be sized
• Sometimes they are properly coated with material– Other times not
• Next is the banana plant• It needs a little work from the
material editorCopyright © 2015 – Curt Hill
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Banana with out material
Copyright © 2015 – Curt Hill
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Theory• Instead of generating each of
these my hand, we describe how to generate
• Each of the parameters can then be randomly varied so that two trees are not quite the same– Similar to how it is done in nature
• Algorithmic creation of static mesh actors
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Starting• Since it is not part of the editor is
must be started separately• It is part of the tools portion of the
kit• There are two pieces:
– Modeler– Compiler
• We will start with the modeler
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Modeler Started
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File/New
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Process• We right click on the tree parts on
the lower right• We then add items• We change parameters• Select the item and apply materials
– We may need to import the textures• We then add more items to the
item we desire• When done we save
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Right Click
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Changing Trunks Length
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Materials• The various parts of the tree get their materials in different parts
• Trunks and branches get it from Materials/Branches on the left
• Leaves get it from leaves/Geometry and cards– A leaf is like a card before the texture is
applied• The standard textures are .TGA
extension• You may need to add the texture files –
as we see next
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Finding a Texture
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More• Once the texture is in the program
the drop down for Material/Branches or Leafs/Geometry then shows the possibility
• Next we add main branches (1) and secondary branches (2)
• Finally we add leaves– Before the texture they look like cards– After they look better
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First Branches
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Second Branches
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Leaves as Cards
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Leaves Textures
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Level of Detail
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Level of Detail Values• Values that are set poorly may
freeze UDK• Values used:
– Near 175– Far 300– Billboard start 301– Billboard end 400
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Now What?• The modeler is done• Next we move onto the Speed Tree
Compiler• This takes things and makes it UDK
importable• After than UDK needs to import
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Compiler Starts
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Item Selected
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Compiler Dialog
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SpeedTree• The compilation and modeling is
now done• Once in the process you should
make several variations• Making many trees is not harder
than making one– Make one in the modeler and save– Change the parameters and save as a
new name• Now we return to UDK
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UDK• No using trees until we can see it in
the UDK• Start with Content Browser• Use the Import button at the
bottom• Direct it to the directory where the
Speed Tree Compiler left things– Select everything in the directory
• Name the group that will contain it• The import may take a while
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Content Browser Import
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Import Dialog
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Imported
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Problems• If the import freezes for a length of
time go back to the level of detail and adjust
• The first use of a tree will require the use of the material editor– Which you should now know about
• When you play the game you will notice that the trees sway in the wind– This is the force setting in the modeler
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Attachment• Even though this thing looks good
in SpeedTree modeler we have to reassemble in the UDK
• We have to create materials then attach to tree
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Material Creation• Right click the texture• Select Create New Material
– Then name it• For bark just move the texture and
attach to Diffuse in the Material Editor
• For leaves it is somewhat more complicated
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Leaves as Material• Attach the basic texture to Diffuse• Attach the normal texture to
Normal• Combine Alpha of new texture with
basic texture to a Math add block – Attach this to the Opacity
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Menu To Create Material
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Material
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Material Selected
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Material Editor
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Moved and Attached
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SpeedTree Editor
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Finally for a Tree• Right click the speed tree block
and choose edit speed tree• Now click materials and drop onto
the various parts of the tree• Once this is done drop and size the
tree from the Content Browser
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Wind• We can change the swaying in the
wind in a couple of places• In the Speed Tree Modeler is the
Forces property• In the Speed Tree Editor in UDK is
the wind property
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Conclusion• SpeedTree is a specialized
modeling software• This allows us to create trees and
shrubs much more easily than conventional modeling software
• We are now able to populate our levels with trees that are similar but not identical
Copyright © 2015 – Curt Hill