What do you think about Speedtree system integrated with unity ?

you can post your idea about that …
Some screenshot of speedtree :

then did we can make a Game like Crysis 3 with it ? and what trees used in CryEngine 3 ?

Post you idea`s guys …


another question ? : are you think speedtree system in unity will come with custom windzone … ?

i hope they open unity speed tree assetstore , for speedtree only .

looks at screenies from Cryengine, then looks back at Unity Terrain, and bursts into tears

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They better provide a nice, net set of vegetation shaders also. Otherwise, it will only look half as nice.

CryEngine trees and veg are usually done by hand or using a tree editor that will export to .FBX. Speedtree doesn’t work with CE which is a huge shame, SpeedTree has upped it’s game over recent years and looks far better than it originally did.

From using SpeedTree before through various channels like UE3 and UDK etc. it does support custom bending (Wind) and LOD but I’m not sure if it will support Unity wind zones?

@ - I’m hoping for a new scriptable windzone system for the new terrains (as and when). So much we want is at least on the horizon now, if not actually at our finger-tips.

more details here,

You can access the windzones with reflection at least.

Yeah it looks like you control wind from the modeller just like you did in UE3.

@Whippets

I agree but from what I can see that won’t happen.

i really hope next Demo from unity will come with speedtree scene it will be great .

I don’t have access to that link right now, and I’m not sure what you mean. Could we edit the wind settings for the models in unity without buying speedtree?
They will react to windzones like the current trees do?

Thanks

From memory, you set up LOD and wind properties in the SpeedTree modeller then export it to the engine as a *Speedtree file. So you create wind (Bending) properties for every individual tree. From what I’m reading on their website this is still the case, although I’d be interested if anyone pops in from Unity and could tell us if SpeedTree will work with existing windzones.

The concern I have with not being able to define the wind settings of a model after importing into unity (if that’s the case), is that you might not have any consistency when buying speedtree models on the assetstore. Two trees that look like they should react the same in a breeze, one is flailing, the other is barely moving, because they are from different authors?

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A decent concern, I would pony up for the full speedtree editor. It’s soooo easy to use and it’s great not just for trees but grass meshes too.

Well, talk about a pricing scam… EU4 people can get the exact same thing for $19/m, but we have to pay $495? The the biggest load of BS yet…

You can also manipulate the wind strength by rotating the Wind object up and down. When it looks 100% up or 100% down there’s no wind “generated”.

I’m a SpeedTree 7 user… wind is cooked in modeller and can be exported as either deformations (point cloud), bones or a combination. Bones are for cinematics only. I don’t see why you won’t be able to control the level of wind in zones, even if you have to implement them yourself. Anyway, the modeller is exceptionally good and as far as I’m aware the Unity modeller will be the same as the full blown one, just with the cinematic & studio stuff disabled/removed (no FBX export for instance… specific Unity format).

Vic, UE4 people have to sub seperately. It’s not included, and final pricing for Unity is yet to be announced. When I spoke them last, they were clear that nothing is set in stone, they’re trying to react to a very fluid situation what with UE4 pretty much dropping out of the sky and every indie dev and their dog declaring everything in life should be free. (/sarc ;)).

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This is one of those situations where I would be strongly tempted to save up for the full modeller instead of going with a subscription plan. SpeedTree is very easy to work with and could easily be used to make foliage other than trees.

The biggest catch with the subscription plan for UE4’s SpeedTree modeller though is that it is designed solely for UE4’s pipeline. It’ll be interesting to see if the offering for Unity developers will have this limitation.