How do I use custom tree geometry in Unity?

I have a large Speedtree library of multiple varieties of trees I would like to be able to import into Unity and use in tandem with their tree system (wind, shading, etc). Does anyone know of a good process?

I can export fbx or obj right out of Speedtree, but importing isn’t as straight forward as I hoped. Other than applying the “nature/ tree soft occlusion” shaders to my textures, and putting the tree object in an ‘ambient occlusion’ projects folder, I’m unaware of what to do.

Also, do the soft occlusion nature shaders allow normal/ spec mapping? Keep in mind I have leaf textures with alpha channel transparency and I would like to use accompanying normal and spec textures. Would I be better off importing trunks, branches, and leaves separately and combining into a single prefab? Could I apply wind to these tree prefabs?

If anyone has any answers, ideas, or useful resources, they would be much appreciated. Thank you.

hi there,
using the “nature/ tree soft occlusion” shaders on imported tree models is the easiest way to make those trees work correctly within unity’s terrain engine – however they do not support realtime shadows or bump mapping. look for the advanced terrain shaders on the asset store to at least add bump mapping and real time shadows to the trunk and branches.
for more advanced lighting (using the tree creator shaders) you would need to setup bending on your models which is a quite complex process involving vertex painting and uv editing.

lars

You must pay for that level of support.

Nobody going to help you.