QUICK TOUR OF SPEEDTREE
In this video I give a quick tour of Speed Tree’s interface, starting with creating a new tree under the VFX menu (rather than Game, which is optimized for game-ready assets). I cover basic viewport navigation, the node tree panel where geometry like trunks and branches gets added, and switching between rendered and polygon shaded views to check topology. In the properties panel I go through key trunk and branch settings: length and variance, radius and its taper curve, spine orientation and gravity, noise for organic irregularity, and the boundaries options that control where branches generate along a trunk’s length. I also briefly introduce the material panel on the right for loading texture maps and the cutout menu used for leaves, and mention that imported meshes can act as forces to shape a tree, as I used to create a donut-shaped tree shown as an example. This overview sets up the core tools used throughout the rest of the course.