Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thank you for updating this software :)
I think that this tool is well suited to create proper looking trees which are low poly enough for use in game engines.
Sadly i'm not finding an oak branch in the textures and have yet to learn how to create those branches so looking forward to some documentation.
Happy new year.
I've managed to get a basic curvature graph working for both trunk/branches and have now started working on making these changes for leaves. There are some issues, first I'm having to replicate the existing curve values onto the graph which dose not result in 1:1 representation. There is also a performance hit (as you can imagine) but I have tried to make it as performant as possible. The good is you have much greater control over the effects a parameters makes, so you can make a branches length short>long>short etc. The curvature graph can have a different behaviour depending on the modifier but this has been colour coded.
Image[www.evolved-software.com]
I wonder if it would be possible to add some sort of texture packing feature in the future. Like having the ability to pack the roughness and AO into a mask texture that can be used in unreal or unity? Especially since the atlas tool is so amazing for packing textures.
Also is there a way to change the texture browser library path? I would like to start building my own library of leaves and bark textures, but dont want them to be located inside the install path of TreeIt.
I've add an option to set the texture directory within settings in today's update, as for packing textures this is something that is rather engine dependent. I'll see if I can do something with an export option to swizzle texture into channels on export for a single texture. For now you will need to use a third party image software, I do have a simple "texture tool" (its very old though) on my site that can swizzle/load texture into individual RGBA channels and can save out png/dds/tag etc.
Gib diesem Tool eine Chance. Ich selbst bin auch nicht sehr fit in der englischen Sprache, aber die Oberfläche hat sich mittlerweile sehr gut weiterentwickelt und ist nach kurzer Zeit wirklich einfach zu bedienen. Die meisten Funktionen der Regler siehst Du ja auch direkt beim probieren. Ich habe kürzlich PlantFactory getestet und auch eine ganze Weile Speedtree, aber TreeIT geht bei mir wirklich schneller von der Hand und deshalb hängt mein Herz auch weiterhin daran. Grüße.