meta data for this page
  •  

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
impue4st9 [2023/01/26 16:16] steph.jorgensenimpue4st9 [2023/04/14 13:46] (current) steph.jorgensen
Line 1: Line 1:
 ====== Importing into Unreal Engine (ST9 Format) ====== ====== Importing into Unreal Engine (ST9 Format) ======
  
-SpeedTrees are supported in the [[https://www.unrealengine.com/|Unreal Engine game engine]]. The ''.st9'' files exported by SpeedTree 9 can be imported with Unreal Engine 4.27 or later.+SpeedTrees are supported in the [[https://www.unrealengine.com/|Unreal Engine game engine]]. The .st9 files exported by SpeedTree 9 can be imported with Unreal Engine 4.27 or later.
  
 ===== Version compatibility ===== ===== Version compatibility =====
  
 ^ **SpeedTree Modeler version** ^ **Unreal Engine version** ^ **SpeedTree model file type** ^ ^ **SpeedTree Modeler version** ^ **Unreal Engine version** ^ **SpeedTree model file type** ^
-| 9.x | Unreal Engine 4.27 and later (1)(2) | ''.st9'' |  +| 9.x | Unreal Engine 4.27 and later (1)(2) | .st9 |  
-|:::| Unreal Engine 4.19.2 and later | ''.st'' +|:::| Unreal Engine 4.19.2 and later | .st | 
-| 8.x | Unreal Engine 4.19.2 and later | ''.st'' +| 8.x | Unreal Engine 4.19.2 and later | .st | 
-| 7.x | Unreal Engine 4.3 to 4.19.1 | ''.srt'' |+| 7.x | Unreal Engine 4.3 to 4.19.1 | .srt |
 <WRAP indent> **Notes:** </WRAP> <WRAP indent> **Notes:** </WRAP>
-  - As of Unreal Engine 5.1, SpeedTree ''.st9'' files work with [[https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/|Nanite]]. +  - As of Unreal Engine 5.1, SpeedTree .st9 files work with [[https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/|Nanite]]. 
   - In Unreal Engine 5.0, SpeedTree models work with [[https://docs.unrealengine.com/5.1/en-US/lumen-global-illumination-and-reflections-in-unreal-engine/|Lumen]] but are incompatible with Nanite.   - In Unreal Engine 5.0, SpeedTree models work with [[https://docs.unrealengine.com/5.1/en-US/lumen-global-illumination-and-reflections-in-unreal-engine/|Lumen]] but are incompatible with Nanite.
  
 =====Differences between .ST9 and .ST files===== =====Differences between .ST9 and .ST files=====
  
-The importer for the ''.st9'' format is a little different from the ''.st'' format in that it uses the idea of a [[#materials|master material]] that is used as the parent material for all the material instances on a tree. This makes it easy for you to change one material and all your SpeedTrees get the changes.+The importer for the .st9 format is a little different from the .st format in that it uses the idea of a [[#materials|master material]] that is used as the parent material for all the material instances on a tree. This makes it easy for you to change one material and all your SpeedTrees get the changes.
  
-[[#wind|Wind]] is also now done in the material editor and is fully computed on the GPU, rather than relying on CPU-side components as in previous versions. This makes it easy to tune wind parameters inside UE, optimize rendering, and even change wind effect nodes all from inside UE. Wind for ''.st9'' files also has fewer instructions than ''.st'' wind and does not require multiple draw calls for wind effects on different geometry types.  +[[#wind|Wind]] is also now done in the material editor and is fully computed on the GPU, rather than relying on CPU-side components as in previous versions. This makes it easy to tune wind parameters inside UE, optimize rendering, and even change wind effect nodes all from inside UE. Wind for .st9 files also has fewer instructions than .st wind and does not require multiple draw calls for wind effects on different geometry types.  
  
-However, there may be times when you would still want to use the [[impue4|legacy .st pipeline]] instead of the new pipeline. Since the wind is done wholly on the GPU, it is harder to change the frequencies of motion. For instance, if the wind strength changes dramatically at runtime, and you wish to have leaves flutter faster, this would be more difficult in the ''.st9'' wind (and require some work in blueprint). But for most cases of steady wind strength, and even changing wind directions, ''.st9'' should be an easier, faster, and more configurable method of rendering SpeedTrees in UE.+However, there may be times when you would still want to use the [[impue4|legacy .st pipeline]] instead of the new pipeline. Since the wind is done wholly on the GPU, it is harder to change the frequencies of motion. For instance, if the wind strength changes dramatically at runtime, and you wish to have leaves flutter faster, this would be more difficult in the .st9 wind (and require some work in blueprint). But for most cases of steady wind strength, and even changing wind directions, .st9 should be an easier, faster, and more configurable method of rendering SpeedTrees in UE.
  
  
 =====Pipeline to UE===== =====Pipeline to UE=====
  
-Before exporting a tree for UE, be sure that your tree is set up for real-time use by using [[kcgameslod|LOD]]. Also ensure that wind is correctly set for UE by setting the fan to [[windgames|Games mode]] and tuning the wind effects, if necessary. For the ''.st9'' format, be sure to set the wind strength to approximately what you want within UE, as that will be used as the basis for the wind parameters set on the [[#material|material]].+Before exporting a tree for UE, be sure that your tree is set up for real-time use by using [[kcgameslod|LOD]]. Also ensure that wind is correctly set for UE by setting the fan to [[windgames|Games mode]] and tuning the wind effects, if necessary. For the .st9 format, be sure to set the wind strength to approximately what you want within UE, as that will be used as the basis for the wind parameters set on the [[#material|material]].
  
-If this is the first time exporting to UE, be sure to pick one of the Unreal Engine presets in the [[expgame|export mesh dialog]], to ensure all the export settings are correct for UE. Export an ''.st9'' file to disk, then switch to UnrealEd and import the ''.st9'' file there. The mesh and all textures should be found and imported into your UE project assets.+If this is the first time exporting to UE, be sure to pick one of the Unreal Engine presets in the [[expgame|export mesh dialog]], to ensure all the export settings are correct for UE. Export an .st9 file to disk, then switch to UnrealEd and import the .st9 file there. The mesh and all textures should be found and imported into your UE project assets.
  
-On import, material instances will be created for all of the [[#materials|materials]] in the ''.st9'' file. The material instances can be switched to a new parent material after import, if wanted.+On import, material instances will be created for all of the [[#materials|materials]] in the .st9 file. The material instances can be switched to a new parent material after import, if wanted.
  
  
Line 44: Line 44:
 =====Wind===== =====Wind=====
  
-With ''.st9'', you can wholly tune the wind effects inside UE after import instead of needing to go back to the Modeler. There is no strength value, you edit the wind animation parameters directly, including direction. Smoothly changing any non-frequency values over time, including direction, can be done using a blueprint.+With .st9, you can wholly tune the wind effects inside UE after import instead of needing to go back to the Modeler. There is no strength value, you edit the wind animation parameters directly, including direction. Smoothly changing any non-frequency values over time, including direction, can be done using a blueprint.
  
 > **Note:** If editing in UE, be sure to change all of the material instances of a tree to the same values or you may have separation. > **Note:** If editing in UE, be sure to change all of the material instances of a tree to the same values or you may have separation.
Line 58: Line 58:
 =====Materials===== =====Materials=====
  
-The materials created by the ''.st9'' importer are actually material instances based off of one of two "master" materials (one for geometry and one for billboards). Wind effects and other settings are available parameters to edit on each instance.+The materials created by the .st9 importer are actually material instances based off of one of two "master" materials (one for geometry and one for billboards). Wind effects and other settings are available parameters to edit on each instance.
  
 If you wish to edit SpeedTree materials, you can do this by editing the original materials stored in the engine. Or (and this is a better practice) you can duplicate the engine materials and edit them as you wish. Then, switch the material instances to the new parent material after importing the tree. In this manner, you could have a number of different material setups ready to go, and the various parameter values set by the importer will move to the new ones. If you wish to edit SpeedTree materials, you can do this by editing the original materials stored in the engine. Or (and this is a better practice) you can duplicate the engine materials and edit them as you wish. Then, switch the material instances to the new parent material after importing the tree. In this manner, you could have a number of different material setups ready to go, and the various parameter values set by the importer will move to the new ones.