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pg_meshconverter [2020/12/16 14:23] – windsor | pg_meshconverter [2023/04/03 18:06] (current) – steph.jorgensen | ||
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- | ====== Mesh Converter | + | ====== Mesh converter |
+ | |||
+ | {{meshconverter_tool_a.jpg? | ||
- | {{ :: | ||
===== What is it? ===== | ===== What is it? ===== | ||
- | The[[mesh_converter_generator| | + | The [[mesh_converter_generator|Mesh converter is a generator]] introduced |
Unlike any of the other generators, the converter is a tool that can harness the textures and shape from an imported mesh and place them back | Unlike any of the other generators, the converter is a tool that can harness the textures and shape from an imported mesh and place them back | ||
- | in the scene in a more usable way. The mesh converter makes it possible to fully optimize your tree’s parts while maintaining its unique geometry and texturing. \\ | + | in the scene in a more usable way. The Mesh converter makes it possible to fully optimize your tree’s parts while maintaining its unique geometry and textures. \\ |
- | > **Note** This tool is for predominantly tree trunk photogrammetry bases and will work best with tube-shaped meshes. If there is a branch off the trunk, the converter cannot be placed and will need to be in a good position. | + | > **Note** This tool is predominantly |
===== Why use it? ===== | ===== Why use it? ===== | ||
- | Static mesh imports are somewhat limited in how you can blend and use them: you’re locked into that one scanned mesh's look. By converting the scan, you can harness key components (shape, texture), reuse, and recycle from the base. This makes adding new, procedural branches | + | Static mesh imports are somewhat limited in how you can blend and use them: you’re locked into that one scanned mesh's look. By converting the scan, you can harness key components (shape, texture), reuse, and recycle from the base. This makes adding new procedural branches faster. SpeedTree branches are far more capable than scanned branches, and this tool frees you from the singular static mesh's appearance. |
===== What can I do with it? ===== | ===== What can I do with it? ===== | ||
- | ==== Create | + | ==== Create |
Step by Step: [[pg_texturetrunks|Create textures]] | Step by Step: [[pg_texturetrunks|Create textures]] | ||
* Create a tileable texture from the original mesh | * Create a tileable texture from the original mesh | ||
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* Create a non-tileable texture (ex. Knots) | * Create a non-tileable texture (ex. Knots) | ||
- | ==== Convert to SpeedTree | + | ==== Convert to SpeedTree |
- | Step by Step: | + | Step by Step: [[pg_convertinplace|Convert to SpeedTree Nodes]] |
- | * Convert in place: | + | * Convert in place: |
- | * Convert to trunk: Creates a new SpeedTree branch node with the new tileable texture and height map. In this scenario, the original mesh is not used in the final tree. | + | * Convert to trunk: Creates a new SpeedTree branch node with the new tileable texture and heightmap. In this scenario, the original mesh is not used in the final tree. |
* Convert to branch: Creates a new Speed Tree branch node coming off of the original mesh, attached by a spine-only node. The new branch uses the newly created tileable texture. | * Convert to branch: Creates a new Speed Tree branch node coming off of the original mesh, attached by a spine-only node. The new branch uses the newly created tileable texture. | ||
- | ====== Using the Mesh Converter ====== | + | ===== Using the Mesh converter |
- | {{: | + | {{: |
- | ==== How to place the converter ==== | + | |
+ | ==== How to place the Mesh converter ==== | ||
- | - The mesh converter can be added to the scene by loading it from templates. | + | - The Mesh converter can be added to the scene by loading it from templates. |
- | - From the generation window, drag and drop the Mesh Conversion Icon onto the desired Mesh. The Mesh converter is only valid if attached to a [[mesh_generator|Mesh Generator]] or [[branch_generator|Branch Generator.]] | + | - From the generation window, drag and drop the Mesh Conversion Icon onto the desired Mesh. The Mesh converter is only valid if attached to a [[mesh_generator|Mesh Generator]] or a [[branch_generator|Branch Generator.]] |
- | - The Mesh Converter | + | - The Mesh converter |
- | - Next, select the " | + | - Next, select the " |
- | - Click the pink area marking your texture to enter the Mesh Converter's properties. | + | - Click the pink area marking your texture to enter the Mesh converter's properties. |
- Adjust the [[http:// | - Adjust the [[http:// | ||
- | - Convert by using the five automatic buttons at the bottom of the [[http:// | + | - Convert by using the five automatic buttons at the bottom of the [[http:// |
- | For more help see our [[https:// | + | For more help see our [[https:// |