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pg_convertinplace [2020/12/16 14:04] scruggspg_convertinplace [2023/04/03 18:13] (current) steph.jorgensen
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-====== Step by Step look at Converting a trunk with the Mesh Converter ======+====== Step by step: Converting a trunk with the Mesh converter ======
 **Please use the [[mesh_converter_generator]] page for property descriptions.** **Please use the [[mesh_converter_generator]] page for property descriptions.**
 \\  \\ 
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 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. 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.
 == Convert to trunk == == 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.+Creates an all new SpeedTree branch node with the new tillable texture and heightmap. In this scenario the original mesh is not used in the final tree.
 == Convert in place == == 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. 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.
  
- +===== Workflows ===== 
 + 
 + === Convert in place vs Convert to trunk  === 
 +Which one do I use?\\  
 +SpeedTree provides two options due to the varying ways 3d meshes are captured. You'll want to decide if you're going to keep the mesh in the scene.  
 +If you're looking to keep the original mesh detail, for example you want the trunks ground and root area to stay in the scene, you'll want to "convert in place"