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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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 Copyright © 2015 – Curt Hill

Transcript of Speed Tree Let’s Make a Forest Copyright © 2015 – Curt Hill.

Page 1: Speed Tree Let’s Make a Forest Copyright © 2015 – Curt Hill.

Speed Tree

Let’s Make a Forest

Copyright © 2015 – Curt Hill

Page 2: Speed Tree Let’s Make a Forest Copyright © 2015 – Curt Hill.

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

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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

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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

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