SpeedTree UE4 Subscription 8.4.2

mitsumi

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SpeedTree UE4 Subscription 8.4.2 | 283.4 mb
IDV, Inc has released 8.4.2 version of SpeedTree UE4, is offers you a diversified full range of features in which you can play with modeling applications, lightmap UVs, shape control, add gashes or realistic knots or peeling bark along with wind effects and seamless LOD.

New Features

Updated/Improved import scripts
The scripts for the following DCC application and renderer combinations have been updated and/or added in this release:
- Blender: Cycles
- Max: Standard, V-Ray, Redshift
- Houdini: Principled, Mantra, V-Ray, Renderman, Redshift
- Maya: Standard, Arnold, V-Ray, Renderman, Redshift
Expanded Mesh LODs
- It is now possible to have more than three mesh LODs by chaining mesh assets together. Models with more than three LOD states will use these extra meshes when computing LOD states.
Auto-loading mesh LODs
- When a mesh asset is loaded and other meshes named similarly with a number convention are found in the same location, those meshes will be loaded and assigned as LOD meshes for the asset automatically.
Games SDK Wind Wizard
- The Wind Wizard now works in conjunction with the SDK wind algorithm.

Bug Fixes

Palm style wind for Unity/UE4
- Legacy models exported with this wind style no longer push the palm fronds straight up. In addition, the Modeler no longer displays leaf motion for this wind preset.
Welding through targets
- The weld region on branches welded to meshes via "Target" generators were not getting the correct material assignment on export. This bug has been corrected.
Missing leaves with Houdini/Alembic
- Alembic models imported into Houdini for use with the Principled renderer now show leaves as expected.
Branches converted to hand-drawn not saving correctly
- Procedural branches converted to hand-drawn branches and then saved would often not load correctly. This bug has been fixed which means that all subsequent saves will work and not look different when the file is loaded; however, the original data is lost so the branches may need to be edited back into position.
CPU wind computation on Linux
- A bug has been fixed that could result in errant wind computation in Linux releases.
Seasons slider enabled for Unity builds
- Recent releases have had this feature disabled, it is available to Unity users as of this release.
Frond count in legacy generators
- This property (part of the legacy "Spine" generator) works as expected as of this release.
Knot normal errors
- A value of zero for the "Knot" generator property "Inner:Size %" could result in vertex normal and rendering errors at the center of the knot. This bug has been corrected and zero is a valid value.
Growth vs. collections
- Models that utilize collections are currently not able to have animated growth. Users are now notified of this fact if the two features are both in use on the same model (growth becomes disabled).
"Mesh" generators changing orientation when clicked
- A bug has been fixed that cause "Mesh" objects to change their orientation each time they are clicked when the transform gizmo is active. Only objects with procedural rotations were affected.

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SpeedTree is a hybrid 3D modeler and runtime engine that helps developers integrate great-looking trees in real-time applications quickly. The focus is not so much on best-possible quality, but in keeping a balance between quality and real-time suitability.

Tree handling is divided into two different subtasks. First, you generate realistic tree models using an editing tool. Second, you apply proprietary algorithms to render the trees efficiently. This approach is interesting, and attacks the core of the problem: As tree geometry is inherently complex, and sometimes the tree will be seen far away, it's very hard to handle the problem with a modeling-only solution. Understanding the modeling and rendering parts fully is essential to get good trees up and running quickly.

The resulting trees are a perfect balance between speed and quality. Seen up close, the trees are remarkably believable: you can look up at the treetop when your character is standing directly below the tree, and the illusion of volume and parallax between the leaves is properly maintained.

Additionally, as SpeedTree uses billboards to represent distant trees, creating large vistas with forests is a breeze. Some individual trees do look a bit algorithmic and fractal at certain moments, but when placed in a grove or forest, the results are strikingly realistic: you get animated trees with real-time shadows that you can see far away and up close.

Plus, you get the tree editor so you can create new species, via parameters that control things like branching, the amount of leaves, and so on. This helps you create new species so you can build your own, unique trees.

Speedtree UE4 offers you a diversified full range of features in which you can play with modeling applications, lightmap UVs, shape control, add gashes or realistic knots or peeling bark along with wind effects and seamless LOD.

SpeedTree Receives Technical Achievement Academy Award

Interactive Data Visualization, Inc. (IDV) develops software products with a focus on both off-line and real-time 3D applications for the game development, visual simulation, engineering visualization, and animation industries. A privately held corporation, IDV was founded in 2000 in Columbia, South Carolina by Chris King and Michael Sechrest, both Computer Engineering program graduates of the University of South Carolina. After initially providing simulation and visualization software services for DOD programs, IDV gradually expanded by providing similar services to private sector clients and major defense contractors.

Product: SpeedTree UE4
Version: 8.4.2
Supported Architectures: x64
Website Home Page :
Code:
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Language: english
System Requirements: PC
Supported Operating Systems: Windows 7even or newer
Compatibility: Compatible with UE4 4.19 or later.
Size: 283.4 mb

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Code:
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