((exclusive)) | Speedtree Cinema 6.2.3
Key Features:
- Artists who need fast, non-destructive procedural trees without node-based complexity.
- Studios with legacy assets that cannot be upgraded to v7+.
- Renders that rely on vertex color wind (e.g., RenderMan 21, Arnold 4, V-Ray 3).
- If you want wind, do not export from 6.2.3 with "Wind baked."
- Instead, export the tree as a static mesh.
- Use Blender's "Windforce" modifier or Houdini's Vellum to simulate and cache the wind. This is actually more realistic than SpeedTree's legacy shader.
Beyond connectivity, 6.2.3 introduced several "quality of life" and technical improvements to the modeling experience: Speedtree Cinema 6.2.3
In the SpeedTree ecosystem, the "Cinema" edition is distinguished from the "Games" version by its focus on offline rendering Key Features:
Grass & Ground Cover:
- Prefer Alembic for deformations and native materials set to the renderer’s shader.
- Map translucency to subsurface/transmission parameters in the renderer for accurate backlight.
- For motion blur, ensure vertex velocities are exported (Alembic) or set motion blur in renderer using deforming geometry.
- Select Trunk. Go to Wind tab -> Wind Class = Main. Frequency = 0.8, Amplitude = 0.2.
- Select Branches 1. Wind Class = Main. Frequency = 1.5, Amplitude = 0.4.
- Select Leaves. Wind Class = Rustling. Frequency = 3.0, Amplitude = 0.15.
- Crucial: Click "Bake Wind" button in the top toolbar to write this data to vertex colors.
3. Project Workflow (High-level)
- Create new SpeedTree file (File → New → Cinema template).
- Block out main trunk and major branches using trunk and branch generators.
- Add secondary/tertiary branching and tweak distribution parameters.
- Place leaf instances or cluster cards and edit shape/textures.
- Adjust materials and texture maps (diffuse, normal, opacity, specular).
- Set wind/animation, generate LODs and billboards.
- Export geometry, maps, and animations for your renderer or game engine.