IDV, Inc has released an update to SpeedTree 8 for UE4 Subscription, is a powerful toolkit used to create 3D animated plants and trees for games, animations, visual effects and more.
SpeedTree for Games, the vegetation software making AAA games great since 2003, has come to Unreal Engine 4. Featuring our unique, award-winning combination of procedural plus hand-modeling approach, SpeedTree is a design package powerful enough to meet virtually any vegetation modeling requirement, from architectural backgrounds to Academy Award-winning visual effects.
-UE4-specific lightmap UV generation; create tunable, flawless lightmaps
-Scalable wind effects, including Wind Wizard
-Seamless LOD tuning
-Create unlimited variations with one click
-Branch seam blending
-Sub-division surface modeling
-Add collision primitives automatically or manually
-Modeling with mesh forces (e.g. grow trees around or through 3D meshes)
SpeedTree 8 for UE4 is compatible only with UE4 4.19 and later.
SpeedTree UE4 Subscription 8.4.2 Release Notes:
Updated/Improved import scripts
The scripts for the following DCC application and renderer combinations have been updated and/or added in this release:
-Max: Standard, V-Ray, Redshift
-Houdini: Principled, Mantra, V-Ray, Renderman, Redshift
-Maya: Standard, Arnold, V-Ray, Renderman, Redshift
Expanded Mesh LODs
-It is now possible to have more than three mesh LODs by chaining mesh assets together. Models with more than three LOD states will use these extra meshes when computing LOD states.
Auto-loading mesh LODs
-When a mesh asset is loaded and other meshes named similarly with a number convention are found in the same location, those meshes will be loaded and assigned as LOD meshes for the asset automatically.
Games SDK Wind Wizard
-The Wind Wizard now works in conjunction with the SDK wind algorithm.
Palm style wind for Unity/UE4
-Legacy models exported with this wind style no longer push the palm fronds straight up. In addition, the Modeler no longer displays leaf motion for this wind preset.
Welding through targets
-The weld region on branches welded to meshes via “Target” generators were not getting the correct material assignment on export. This bug has been corrected.
Missing leaves with Houdini/Alembic
-Alembic models imported into Houdini for use with the Principled renderer now show leaves as expected.
Branches converted to hand-drawn not saving correctly
-Procedural branches converted to hand-drawn branches and then saved would often not load correctly. This bug has been fixed which means that all subsequent saves will work and not look different when the file is loaded; however, the original data is lost so the branches may need to be edited back into position.
CPU wind computation on Linux
-A bug has been fixed that could result in errant wind computation in Linux releases.
Seasons slider enabled for Unity builds
-Recent releases have had this feature disabled, it is available to Unity users as of this release.
Frond count in legacy generators
-This property (part of the legacy “Spine” generator) works as expected as of this release.
Knot normal errors
-A value of zero for the “Knot” generator property “Inner:Size %” could result in vertex normal and rendering errors at the center of the knot. This bug has been corrected and zero is a valid value.
Growth vs. collections
-Models that utilize collections are currently not able to have animated growth. Users are now notified of this fact if the two features are both in use on the same model (growth becomes disabled).
“Mesh” generators changing orientation when clicked
-A bug has been fixed that cause “Mesh” objects to change their orientation each time they are clicked when the transform gizmo is active. Only objects with procedural rotations were affected.