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SpeedTree® 5.0, a complete re-engineering of IDV’s award-winning foliage software, will be available
for evaluation beginning on the first day of the Game Developers Conference in San Francisco on March 25, 2009. With
SpeedTree 5.0, IDV’s unmatched tree and plant middleware delivers a new level of modeling control and rendering efficiency. The first 5.0 evaluations will be handed out to those who visit IDV’s booth, #5302 in North Hall at the MosconeCenter.
SpeedTree, winner of the 2005 Front Line Award for middleware, delivers beautiful, amazingly natural real-time trees and plants with seamless LOD transitions, an array of lighting, physics & wind effects, and an SDK programmed to support any level of engine integration.
SpeedTreeRT includes the
SpeedTree Modeler, a Windows application that offers a unique hybrid of hand and procedural modeling options. The new version draws on nearly a decade of foliage tool development experience at IDV, Mr. Sechrest added, as well as the countless recommendations and requests from the top studios around the world that make up
SpeedTree’s extensive user base.
ET[kpL Major new features of 5.0 include:
$*kxTiG!7 - Hand & Procedural Modeling. The new
SpeedTree Modeler enables an unprecedented degree of control over the tree’s geometry. Prune branches, set force parameters to guide branch shape, and grow
SpeedTree models around rocks, walls or other imported meshes.
59#lU~Kv - Physics.
SpeedTree geometry now features the data necessary to interface
SpeedTree with your physics engine, and includes built-in support for NVIDIA PhysX™ technology and the new NVIDIA PhysX APEX Vegetation Module*.
#'q<v"w - Multiple Integration Options.
SpeedTree can be brought into games and other real-time applications at any level – as a mesh, as geometry, as a partial integration with the user’s engine, or through a full integration. Comprehensive, integration-friendly reference applications are available to accelerate integration into the game development pipeline.
La@
+> - Lighting.
SpeedTree 5 offers a new degree of lighting realism, including dynamic shadows, ambient occlusion and translucency.
5*0y7K/D - Levels of Detail.
SpeedTree 5’s aggressive new levels of detail system means more trees in a scene than ever before while
SpeedTree maintains high-quality, pop-free transitions.
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SpeedTree ® 5.0,一个完整的重新IDV的获奖树叶
软件工程,将评估对游戏开发者大会在旧金山的第一天开始用09年3月25日。随着
SpeedTree 5.0,IDV的无与伦比的树木和植物提供了一个中间件控制的
建模和
渲染效率的新水平。第一个5.0评价将发放给那些谁访问IDV的展位,在MosconeCenter在北厅#5302。
SpeedTree,2005年第一线奖获得者中间件,提供了优美,自然令人惊讶的实时检测限树木和无缝过渡,灯光阵列的植物,物理学和风力的影响,并支持任何编程的引擎集成度的SDK。
SpeedTreeRT包括
SpeedTree Modeler中,Windows应用程序,提供了手和程序建模选项独特的混合。新版本绘制上近十年的 IDV、 添加,先生 Sechrest,以及无数的建议在叶面工具开发经验,并请求从世界各地顶尖工作室组成
SpeedTree 的广泛的用户基础。
aDehqP6vf 主要的 5.0 的新功能包括:
:Dd$i_3= 手及程序建模。新
SpeedTree Modeler使在树的几何形状的控制前所未有的程度。修剪树枝,设置参数,以指导部队分支形状,周围岩石
SpeedTree和发展模式,墙壁或其他进口的网格。
kFQ8
y~>y} - 物理。
SpeedTree几何现在提供必要的数据接口与您的物理引擎
SpeedTree,并包括内置的NVIDIA PhysX™技术和新的NVIDIA PhysX物理顶点植被模块*.支持
cW{1
Pz^_ -多集成选项。
SpeedTree 可以被带入游戏和其他实时的应用程序在任何级别 – 作为部分的集成,
使用该用户的引擎或通过一个完全集成的几何的网格。 加快集成到游戏开发管道可提供全面、 集成友好的引用的应用程序。
B}eA\O4}I -照明。
SpeedTree 5 提供了包括动态阴影、 环境闭塞和半透明实在的对照明论新度。
e4G4GZH8 -级别的详细信息。
SpeedTree 5’s 积极的新级别的详细信息
系统表示场景中比以往更多的树,而
SpeedTree 保持高质量、 无流行的过渡
N |1>ooU[ R@wjccu &bhq`> [ 此帖被black110shee在2010-11-01 18:58重新编辑 ]