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
pg_convertinplace [2020/12/16 14:10] scruggspg_convertinplace [2023/04/03 18:13] (current) steph.jorgensen
Line 1: Line 1:
-====== 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.**
 \\  \\ 
Line 16: Line 16:
 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 =====+===== Workflows =====
  
  === Convert in place vs Convert to trunk  ===  === Convert in place vs Convert to trunk  ===
-SpeedTree provides two options due to the varying ways 3d meshes are captured. 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"+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"