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pg_convertinplace [2020/12/16 14:11] – scruggs | pg_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 ===== | + | ===== Workflows ===== |
=== Convert in place vs Convert to trunk === | === Convert in place vs Convert to trunk === |