Have a look at some of the games already using SpeedTree. [browse]
… More random games
Tree Model LibrarySpeedTree has been the industry's premier foliage solution since 2002. An early SpeedTree adopter, Bethesda Softworks, raised the bar for virtual forests with The Elder Scrolls IV: Oblivion™. We went on to win our first Game Developer's Frontline Award for most outstanding middleware after its release in 2005.
Since then we've been helping developers world-wide save time so they can concentrate on what they do best: make games. Modeling, animating, and rendering entire forests from scratch requires an exorbitant amount of resources and time.
No matter where you fall in the production pipeline, SpeedTree has you covered:
SpeedTree for Artists
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SpeedTree for Programmers
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SpeedTree isn't right for every application and we don't expect you take our word for how great it is. If trees are a concern for you and you believe we might be able to help, please click the link below to get started with our free evaluation.
SpeedTree For Games Eval Version Includes:
When you license SpeedTree For Games you'll receive a suite of tools and art assets designed to cover all aspects of tree modeling and rendering. Here's what you get:
SpeedTree ModelerThis is where it all starts. The Modeler covers all aspects of modeling including procedural and hand drawing
methods, wind, LOD, lighting, physics, and more. It even does world building for large scale tree placement! |
Tree Model LibraryLoad any tree from our Model Library. |
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SpeedTree CompilerThis light-weight app gets trees primed for real-time rendering. Use the Compiler to combine efficient real-time
tree models, texture atlases, and 360° normal-mapped billboards in no time. |
Export MeshesBypass our rendering code, or export high-detail trees for use in the modeling package of your choice. |
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SpeedTree SDKThis set of C++ classes conquers all of the tasks associated with high performance tree rendering, all in a way that is easy to integrate. |
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Besides our three main apps, SpeedTree comes with plug-ins and utilities for use with 3rd party 3D modeling programs such as Autodesk 3ds Max and Maya:
These MaxScript and python utilities are used to process FBX versions of SpeedTrees so that they play nicely with third party software. Other functions include STM mesh exporters, custom SpeedTree materials, various mesh editing tools, and scripts for transferring world building data.
World building tools in the SpeedTree Modeler allow you to place trees and export data including instance locations, rotation, and scale in an SDK ready format.
That data can be read in by 3ds Max, Houdini and other 3D packages using world building scripts, or read by the SpeedTree SDK.
SpeedTree Model LibraryLooking for a particular tree? Chances are we've already got it! When you license SpeedTree you get thousands of tree models spanning hundreds of species. Each include high resolution bark, leaf, and frond texture maps and materials. Use them directly or edit them with the Modeler to suit your needs.
The SpeedTree SDK has already been integrated into multiple commerical 3D game engines. Click on a logo below to learn more about our partner engine providers: