Speedtree 6 Compiler

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Hi, I've been unable to find much information for an artist creating speedgrass. I'm wondering if there is anything specific I need to do to make a speedgrass asset in the modeler / compiler. Settings or switches? Transformice Hack Brasil Anti-ban.

My goal is to make sure it is as efficient as possible for our game. So far i'm just using one material and one mesh to limit the number of calls. I've only seen another post here that referenced using fronds and leaves. Is there anything else I should do or that you would recommend? Thanks in advance, Speedtree Modeler 6.22 (Games) Jake.

Tree modeling, exporting, world building, etc. Come here to discuss general SpeedTree usage. The trial software includes the award-winning SpeedTree Modeler, Compiler, and full-source SDK, as well as select members of the SpeedTree Library.

Grass isn't much different from trees. It's all part of the same SDK, so we don't really call it 'SpeedGrass' anymore.

Unity SpeedtreeSpeedtree Compiler

The only difference is it's populated around the camera, usually at higher densities, and it does no LOD or billboards. Basically, any kind of tree can be used with grass. Just click the checkbox for grass on the tree in the Compiler. To make the drawing optimal, limiting draw calls is good, but you don't have to restrict yourself so much in the Modeler. The Compiler can combine draw calls if the materials are atlassed and have similar effects. To be extra aggressive in the merging, you can set the 'Shader Compilation:Material merging' property to 'aggressive down' in the Compiler.

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