SpeedTreeMAX Frequently Asked Questions (FAQ)

How do I get tree models into 3ds max?

The SpeedTreeMAX plug-in has an “Import ‘.spt’ file” button that allows you to select an ‘.spt’ file created by SpeedTreeCAD. Once imported, all tree data is “baked” into the “.max” file for future tree editing.

Can I edit tree models inside 3ds max?

You can vary the seed and size of the tree model inside 3ds max. All other tree parameters are edited by launching SpeedTreeCAD from a button on the main rollout.

Can I create forests of trees?

Large areas can be populated by selecting bounding shapes (with or without holes) or follow shapes to mark forest boundaries. Mesh objects can be selected to force the trees to hug a terrain. Density and collision radius parameters control how many and how tightly packed trees are within the bounding areas.

Why don't I see a tree in the viewports?

Customers outside the United States often have a ',' (comma) rather than a '.' (period) set as the decimal symbol. Using the “Regional Options” dialog in the Control Panel, change the decimal symbol to a '.' (period) and execute 3ds max again. Trees should now be visible in the viewports.

What is the purpose of the SpeedShadow plug-in?

SpeedShadow works like the default shadow map system with the exception that transparent portions of leaf maps DO NOT create shadow regions in the shadow map. Standard 3ds max shadow mapping does not take opacity channels into account when computing shadows. SpeedShadow ensures that SpeedTrees cast correct shadows when shadow maps are used.

Can I use 3ds max to create “world building” data for my game?

SpeedTreeRT ships with both SpeedTreeMAX and a special exporter for real-time world building. This exporter creates ASCII SpeedTree Forest files (“.stf” files) that give the location, seed value, and size of each unique tree and the location of each unique tree’s instances. This file can be used by real-time applications to duplicate tree placements from a 3ds max scene.