SpeedTree Games Indie v8.4 is the latest iteration of our award-winning 3D vegetation modeling software. SpeedTree for Games is now available with features from our top end modeler at a lower price.
Features: SpeedTree 8.4 Feature List: Opacity Tweaks TIFF exports switch to lossless compression New data in XML exports AO adjustments Bones in game FBX and raw XML exports Per-Material atlas control Home Page - https://speedtree.com/
Full PBR workflow and rendering. Supports non-destructive material editing in application.
Vastly improved export pipeline. Exports now run much faster and use far less memory.
Export to Unity, Unreal Engine, or Lumberyard.
Export static meshes. FBX and OBJ exports are included for the first time outside of a full license!
Photogrammetry tool support. Import and build on photogrammetry meshes that blend straight to procedural.
Access more than two dozen substantial improvements including a new art director tool, an overhauled mesh cutout system, decoration generators, and lifelike branch algorithms.
This month we focused on multiple requests for export options and we’ve got an all-new SDK wind in SpeedTree for Games.
SDK Games Wind
Version 8 of the SpeedTree SDK implements a faster, one-draw-call capable wind algorithm. This version of the Modeler is the first to feature it is an option in the Games and Indie editions.
Opacity map boosting in the viewport for preventing screen dooring at lower mips when a2c is enabled has been improved.
TIFF images exported from the Modeler now use LZW compression.
Model extents, the parameters for the currently selected wind algorithm, and near/far LOD distances are now saved in XML exports. Leaf reference mesh import transforms are stored as well.
Refinements have been made to per-vertex AO computations to improve edge case scenarios introduced by oddly shaped models.
Bones can now be added to FBX or XML files exported via the games exporting system.
An option has been added to each material to force it into or out of the generated atlases.
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