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Convert to SpeedTree Nodes

  • Convert in place: Auto-Stitch an extension from the end of your mesh. This creates a stitch, keeps the base mesh, and connect it to a SpeedTree branch node.
  • Convert to trunk: Creates an all new SpeedTree branch node with the new tillable texture and height map. In this scenario the original mesh is not used in the final tree.
  • Convert to branch: Creates an all new Speed Tree branch node coming off of the original mesh attached by a spine-only node. The branch uses the newly created tillable texture.