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SpeedTree MAX vs Bionatics natFX
By Jeff Mottle (jmottle@cgarchitect.com)
Introduction
As
most of us know a successful exterior architectural rendering required
more than just the architecture itself. To achieve true realism,
a scene requires anchor objects to tie the real to the not so real.
A common element, and anchor object, that makes its way into almost
every exterior scene is of course the vegetation. While most are
familiar with using simple billboarded with photographs of trees
or plants and cutout with the all familiar alpha channel, there
are many situations when this technique simply will not work. Have
you ever tried to create a high camera angle animation with this
technique? Have you ever needed to do walk very close up a tree
or even needed to edit the trees themselves to create variation?
Chances are if you have answered yes to any of these questions,
you have found simple image cutouts severely lacking. Now some of
you may be thinking that the solution is to use actual geometry,
but if used in quantity this too will bring most renderers to their
knees, and unless you purchased a pre-textured model, you will spend
a great deal of time to create anything that come close to looking
realistic. So what is the solution? Simple, a combination of all
of these techniques. A growing number of companies have come to
realize that there needed to be a solution that addressed quality,
speed and flexibility. Two products that fall into this category
are IDV’s SpeedTree MAX/VIZ, produced for Digimation, and
Bionatics natFX. While both programs are relatively similar, there
are a number of things that make each a unique and powerful tool.
In this review I will be closely examining both applications to
discover their respective strengths and weaknesses. The test bed
for both applications in this review is a Dual Athalon 1900+ with
2GB of RAM and a Leadtek GeForce Ti 4400 and 3ds max 5, although
both will also work on 3ds max 4, and in the case of SpeedTree with
Autodesk VIZ. (separate version)
Bionatics natFX 1.5
Bionatics natFX
is an advanced procedural plant modeler that tightly integrates
with Maya and 3ds max. The program itself is a plugin that uses
“virtual seeds” to initiate the growth of very accurate
tree and plant specimens. Driven by AMAP procedural simulation technology,
natFX plants and trees are capable of simulating very exact detail
in plant growth like age, season, species and how they are affected
by wind. In this review I will be examining the version for 3ds
max.
First
impressions
The
natFX plugin comes packaged in a standard software carton and contains
a jewel cased CD, a 121 page manual and a hardware lock. I have
to admit that upon first opening the box I was a bit surprised to
find a plugin that not only used a hardware lock, but is using one
in a time where most vendors are quickly switching the software
lock solutions. So for those of you, who thought you had rid yourself
of that blue dongle collection once and for all, make room on that
parallel port once more.
Installation was very straight forward and requires that you locate
your copy of 3ds max and enter in the two unlock codes that are
supplied to you via email after purchase.
The manual itself is nicely laid out, and covers all of plugin’s
features with great detail using easy to read step by step directions
and large black and white screen captures and sample renders. I
was able to get the plugin up and running and working within about
20 minutes and spent an additional 4 or 5 hours completing the manual
and experimenting with all of the plugin’s features. Support
for the plugin is very good, however the website is lacking a decent
online FAQ and a Tips and Tricks section. I have been told that
this is on the way.

Favorites Rollout |
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natFX
in production
To
plant a natFX seed, you simply select “Bionatics”
from the Geometry creation menu and press the natFX button
under the Object Type rollout The creation portion of the
plugin contains 4 additional rollouts that aid in setting
up your tree or plant. The first rollout is entitled favorites.
It is here that you access the nursery of plants and trees
that you have installed. The plugin comes with 10 free “virtual
seeds”, of your choice, from their collection of 250
different species, 50 of which have just recently been added
to the collection. At any time new “seeds” can
be purchased via the Bionatics website. I really like how
they have implemented the selection of seeds in the nursery.
The first option is to visually select through a scrolling
window of tree and plant thumbnails, the second is to right-click
on the window to access a text menu of plant names sorted
into letter subcategories. This method is especially useful
when you have a great number of seeds installed and wish to
quickly access the one you need. The third access option is
a floating resizable window that not only allows you easy
viewing of the seed thumbnails, but also enables you to create
your own folders and subfolders to sort the seeds into. This
is great for fast retrieval of your favorites.
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Seed Selection by Subcategory
Nursery dialog box and subfolder sorting

natFX creation Rollout |
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The
second rollout contains all of the information about the seed
you are about to plant, including the age of the tree or plant,
the season, the LOD (Level of detail), and whether or not
you wish to use real geometry of billboards. I’ll delve
more into this a little bit later in the review. The third
and fourth rollouts are entitled action and wind respectively.
It is here that you can access global plugin settings and
specify if you would like 3ds max’s wind space warp
to affect the tree or plant you are about to place.
As
I alluded to just a moment ago, natFX uses two methods to
display trees and plants in your scene. This includes all
geometry trees and all billboard trees. A third method is
a combination, or hybrid tree, that is comprised of both geometry
and billboards. While I’m positive that all are familiar
with geometry, I’m sure some are not with the term billboard.
In natFX, and in most other plant and tree generation applications,
a billboard is simply a planar representation of the tree's
geometry, displayed exactly like the planar mapped textures
you would use with alpha channels to define tree and people
cutouts. However, the billboards in natFX are far more intelligent
and powerful, as you will soon see.
So
now that we understand the type of trees and plants that natFX
can create, let take a closer look at how each works.
Geometry Tree and Plants
The
all geometry tree is quite simply a tree comprised entirely
of faces and is textured with either a multi-sub material
that defines everything from subtle leaf color variations,
to the color of the branches and truck or an actual scanned
bitmap. Using this combination of procedurally generated bitmaps,
diffuse colors and materials ID’s the color of the tree
or plant is defined. Once you have chosen the seed to plant,
and entered in the plant information, you just click in your
viewport and the tree is created. Depending upon the age and
level of detail (LOD) you have chosen, the creation process
can take anywhere from about 1 to 15 seconds. The face count
of an all geometry tree is affected by its age, the season,
and the LOD. A Cherry tree for example can be as small as
210 triangles in winter at age 4 with the lowest LOD and be
as high as 456,000 triangles in full summer bloom with full
LOD and maturity. Some trees can even get as high as 2 million
triangles, although I was never able to place one that large
as it would consistently crash 3ds max 5 with an out of memory
error, even with 2GB of RAM!
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Screen
Capture of a Silver Willow in full geometry mode
Billboard
Trees and Plants
As
a discussed earlier, billboard trees contain planar representations
of the geometry with bitmaps to display the majority of the detail.
The real power of the natFX billboard is that the plugin intelligently
divides the tree's geometry into many billboards in such a way that
it is in some cases virtually indistinguishable from its full geometry
counterpart, yet it made up of a fraction of the face count. The
same cherry tree discussed above at full maturity in summer, with
the highest LOD, is made up of 116,000 triangles as a billboard
tree and by shaving only a few years off the tree’s age and
lowering the LOD it would take up only 778 faces!
The above figures were reached using the plugin’s automatic
billboard generation, but you can also manually specify how many
billboards and unique textures you wish to use on a given tree.
This can both help in reducing the overall memory usage from textures
and the number of triangles your billboards take up. As impressive
as this feature is, believe it or not there is yet another level
of optimization that you can perform to decrease your face counts
even further. This is where the hybrid tree comes into play.

Billboard
example - Left side viewport screen capture, Right Side rendered
view.

Full Geometry
Japanese Maple (59, 414 faces)

Billboard
Japanese Maple (7,033 faces)

Hybrid
Japanese Maple (18,000 faces)
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Hybrid
Trees and Plants
Hybrid
trees are made up of both geometry and billboards and can
be the best solution to achieve the balance between efficiency
and realism. Any tree or plant that is created has two sub
object modes that allow you to enter the Hierarchy (Geometry)
and Billboard mode of the tree. From each mode you can easily
convert from one to the other. In other words, in hierarchy
mode you can select any portion of the geometry and convert
it to a billboard. Conversely, in billboard mode you can convert
any billboard back to physical geometry. In this way you can
reduce the geometry in areas that may not be seen in your
scene or add more geometry to areas that will be seen close
up. Using these modes you could also create the typical “X”
(two faced) tree or even a single faced billboard tree.
One thing that I did find to be a bit frustrating was the
amount of time that is takes to generate or apply changes
to a billboard or hybrid tree. In some cases it can take just
over 30 seconds for the tree to finish updating. If you have
many trees to place, expect to spend some time waiting, even
on a fast machine. The only saving grace is that once the
tree has been created, and you are happy with it, you can
save it to the pool. Placing trees from the pool is very fast
and ensures that you get the exact same tree everytime. As
each tree is created procedurally no two trees are ever alike.
A utility specific to the hybrid tree type is the sector mode.
Sector mode allows you to graphically define areas that should
be flattened to a plane, leaving the remainder as geometry.
Imagine this mode as the Hollywood false front tool. Just
as many movie sets contain only a false front façade,
the sector tool allows you to cut a tree in half or sections
so that for example one half would be defined by a single
plane, while the other half if made up of geometry. Another
very useful tool for trees that might be in the distance or
placed up against an object such that you would never see
the back side of the tree.
LOD and Controls
As I have mentioned a few times already you can control the
level of detail on either geometry, billboard or hybrid trees.
This is done by simply adjusting one of two LOD controls.
There is one for Organ LOD and one for Wood LOD. The LOD ranges
from 0 to 3. Organ LOD affects the entire tree if it is fully
geometric, and only the billboards if it is a hybrid tree.
The Wood LOD of course only affects the
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Example
of a your billboard tree using both 2 face "X" billboard
with a curvature threshold. |
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wood geometry on the tree. This enables you to create high
LOD billboard with minimum geometry. Another few setting that
are worth mentioning and that aid in the creation of more
realistic tree are organ scaling, curvature threshold and
billboard settings.
Organ Scaling is a setting in the first settings rollout that
allow you to change the scaling of the leaves, petal and fruits
to give your tree more volume without adding geometry.
Curvature threshold is also another interesting setting. While
most tree creation packages create planar billboards to represent
the various components of the tree, natFX allows you to create
multiple face single billboards to bend a billboard along
the branch that it belongs to. This adds a great deal of realism,
and rids the tree of the stiff looking textures that you normally
associate with a planar billboards.
The last control I wanted to point out
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is
natFX's ability to control each individual billboard. Not only can
you bend the billboard to conform to a branches contour, but you
can also make each billboard a cross "X" billboard. Using
these two techniques together ensures that a billboard tree will
look great from any angle with minimal geometry.
Hybrid
Sector mode viewport |
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Hybrid
Sector mode viewport
wireframe |
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Spring |
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Summer |
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Fall |
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Winter |
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Closeup
LOD1 |
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Closeup
LOD3 |
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Full
View LOD1 |
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Full
View LOD3 |
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Aleppo
Pine Closeup |
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Aleppo
Pine |
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Grass
(tufted hair) |
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Texture
Manager
For
any tree that uses billboards and some geometry trees, there is
a texture that must be generated for it. For this reason natFX has
a built-in texture manager that allows you to view and replace any
bitmaps that have been assigned to a face. So why is this important?
To understand why you must first know that natFX is a procedurally
based tree generator. That means that when you place a tree, the
plugin is not reading in a generic set of textures for each tree
type. In fact, the plugin creates the bitmaps on the fly from the
parameters set for the tree or from the geometry that had already
been created. As you modify or create billboards and change tree
parameters, textures are created and destroyed on the fly. If you
ever need to access or view these textures to make modification
you use the texture manager. Another point worth noting is that
you can also choose the type of bitmap that is generated by the
plugin. Version 1.5 allow for PNG, RLA, RPF, TGA and TIF file formats.
Wind
For
those of you who wish to add even more realism to their trees, you
can enable natFX wind functionality. By checking the “use
wind” check box you can employ 3ds max’s built in wind
space warp to simulate bending and flexing of tree limbs, however
the rustling if leaves is not yet supported. This may be of little
consequence mind you as the stretching that occurs to the entire
tree does tend to simulate rustling of leaves. A useful feature
but not as powerful as SpeedTree for example.
Network
Rendering
I’m
sure some of you may now be wondering how natFX will work in a network
rendering environment. Although the plugin itself is protected with
a hardware lock, there is an unlocked version of the DLO file that
allows other computers and people to view a scene containing natFX
trees. The only limitation to this unlocked version is the inability
to edit the trees in the file. Viewing and rendering are the only
options.
Summary
So
what did I think of natFX? Overall I found the plugin very easy
to use and straight forward. The ability to control the age, season
and LOD was very impressive and in most cases yielded some very
good results. Render speeds were very reasonable and I had no complaints
about memory consumption with large scenes. (Of course if you choose
to render all geometry trees, you will obviously pay a speed penalty)
There was one thing that I thought should have been added. This
addition being the ability to edit the geometry. While you can move
billboards, there is no way to edit or move branches without converting
the tree to an editable mesh. For a plugin that creates trees procedurally,
you are bound to get the odd branch that needs to be trimmed or
pruned. Another improvement that I think needs to be made is in
the closeup realism. From a reasonable distance the trees look quite
realistic, but once you get close up, even with full LOD enabled,
I found the quality to be still very low. From the trees I tested,
the quality at full LOD seemed to vary from tree to tree. Some trees
had textures for their leaves while others were only diffuse colors,
so there does seem to be some variation in quality of each seed.
Another positive feature of the plugin is that you are pretty much
guaranteed an accurate representation of the tree you choose. As
each tree is programmed with the aid of a team of botanists, you
will always be sure that the tree is physically accurate, throughout
it's lifespan and varying seasons, and with 250 specimens to choose
from, you have a great deal of choice. The only drawback to this
is that you must purchase a new seed everytime you want a new tree,
and if they have not yet developed the specimen you are looking
for, there is obviously no way to "fake" or create the
one you do need.
So now for the big question, how much? Bionatics natFX sells for
$990.00 US and includes 10 free seeds, of your choosing, from their
nursery of 250 seeds. After that each seed will set you back a whopping
$100.00 US. There are discount packages available for large quantity
purchases, but even so, you will pay a pretty penny to get your
hands on the entire collection, which will set you back several
thousand dollars!
In general I think natFX is a great plugin for anyone who needs
to be able to quickly place trees in their scene, and be able to
control the season, age and specific tree type without having to
worry about too many settings and controls. Of course it goes without
saying that if you require botanically accurate trees Bionatics
is the only way to go. If you are looking for a package that will
allow you to create your own trees, get fairly close up, or allow
editing of existing trees, then you may be wise to look elsewhere.
Overall an excellent package.
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Price: $990.00 US
Additional Trees Available: Yes/$100.00 US each
Website: http://www.bionatics.com/
Visit the online nursery to view the specimens available.
natFX
Testimonial
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SpeedTree MAX/VIZ
First
Impressions
The
SpeedTree MAX plugin is exclusively distributed by Digimation and
comes in a shrink-wrapped Jewel case. There is no paper manual or
any supplementary documentation, other than the online help, and
is protected with Digimation's exclusive software licensing program.
SpeedTree comes in two flavors, one being the 3ds max version and
the second the Autodesk VIZ version. Both are sold separately and
cost the same.
The
installation, although straight forward, caused me a fair bit of
grief. I'm not sure if I was just unlucky or if all users should
expect some troubles during installation, but I must say my initial
impressions were not that great. Between the full version authcode
that mysteriously failed after install, to the hoops I had to jump
thorough to get the plugin to install on both 3ds max 4 and 5, I
spent a fair bit of time, just trying to get the plugin working
the way it should. However, after a few emails to Digimation and
a re-install or two, I was able to get everything running smoothly.
I will credit Digimation for their prompt responses to my question
and being able to quickly find and resolve any issues I had.
With the plugin finally installed and ready to go, I started into
the online documentation to get myself acquainted with the software.
Although the documentation is adequate, I really thought it could
have been done better. The organization of the plugin documentation
itself is good, but lacks any graphics to help explain the features.
For the most part the only graphics you will find are screen captures
of the dialog boxes. This is especially true with the documentation
for SpeedTree CAD, the standalone application used to design your
trees. While they have done a decent job of explaining the features
themselves, actual and pictures showing the features in action are
unfortunately missing.
Further compounding this lack of examples images are an even poorer
set of samples files. Not only were all of the texture paths still
mapped to a developers harddrive, but some supporting graphics were
missing altogether! To use the scene files at all, you will need
to add nearly 40 bitmaps paths to your setup, which is not a huge
deal, but considering that this is a commercial application, you
would expect more attention to detail.
Well with all of the bad out of the way, let's focus on the good.
And rest assured there is plenty of good in this plugin, despite
the dismal support documents and installation problems.
SpeedTree
in Production
The
SpeedTree plugin is divided into two parts. The first is the plugin
itself, which of course is integrated into MAX, and the second is
SpeedTree CAD, the stand alone Open GL enabled application used
to design and edit your trees.
The SpeedTree plugin in accessed from the Geometry creation tab,
under the IDV software heading. Once activated, there are two options
in the object type rollout to choose from. The first is SpeedTree,
the other SpeedPlane, which I will explain a little later in this
review. SpeedTree allows you to place detailed billboard trees into
your scene. To start using the SpeedTree portion of the plugin you
simply press "SpeedTree" and left click in the viewport.
This places a SpeedTree placeholder which can then be edited to
suit your needs.

SpeedTree Placeholder
To start making modifications you simply select the tree placeholder
and proceed to the modify tab on the command pane. From here SpeedTree
gives you access to 7 rollouts where you specify and edit the tree's
general information. Settings include Seed values, tree height,
wind parameters, cache settings, viewport display levels, forest
controls and billboarding controls. Of course this only sets up
the global parameters for your tree, you still need to swap the
placeholder with a real tree.
The plugin comes with 30 tree and shrub varieties in several levels
of detail. However, unlike Bionatic's very user friendly selection
tools, SpeedTree's implementation is somewhat lacking. Inserting
a predefined tree or shrub of either your own design or one of the
supplied varieties, is done by importing an SPT file. An SPT file
is the file that contains all of the information about the tree.
To choose your SPT file, you need to browse to SpeedTree's Library
folder where you can select by either common or Latin tree names.
Keep in mind that this is not a special library, you are only browsing
through windows explorer. There are no thumbnails, other than the
ones on the IDV website and on a supplied contact sheet, so unless
you have that on hand you will have to guess at what you are inserting.
For example, I have browsed to the library directory and located
the Willow Oak folder. Within the folder you will find several files.
All files are suffixed with with either "_LD", "_MD",
or "_HD". These suffixes indicated the level of detail,
and stand for Low Detail, Medium Detail, and High Detail respectively.
Also, this particular specimen contains Fall and Street (presumable
smaller) versions of the file as well. Once you have chosen your
desired tree type, the plugin loads the tree in place of the placeholder
.The tree updates very quickly and can be re-computed if the overall
tree structure is not suitable. This process is much quicker than
in natFX and happens virtually in real-time. With your tree selected
and the general shape established you are ready to render.
English
Oak Tree swapped in to replace
the placeholder |
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English
Oak Tree rendered (Included Tree) |
SpeedTree CAD
So we know that we can choose from the collection of trees that
come with the plugin, but what if you none of these are what you
are looking for or you would like to edit an existing tree? This
is where SpeedTree, really shines! As I mentioned earlier there
is also another component of SpeedTree called SpeedTree CAD. This
is where all the magic happens, and is where you will find 90% of
the plugin's functionality. From the same rollout that you used
to select your SPT file, you can also launch the CAD component of
the plugin. By Pressing "Edit", the currently selected
tree is loaded into SpeedTree CAD. I should also note that the CAD
application can also be launched directly from the start menu to
facilitate creating trees from scratch.

SpeedTree CAD Interface
SpeedTree CAD is one of the most, if not the most, advanced tree
modeling and simulation packages of its kind. With the launch of
Nvidia's Cg programming language earlier this summer, IDV quickly
implemented Cg into SpeedTree CAD and allows you to take advantage
of some very impressive and powerful Open GL tools. Because of these
enhancements navigating around your tree, visualizing realtime wind
effects, and performing updates to the tree, all happen in real-time.
Despite my initial issues with the installation and documentation,
SpeedTree CAD quite simply blew me off my feet. So much so that
I would recommend downloading the demo just to see SpeedTree CAD
in action, even if you are not in the market for a tree modeler.
SpeedTree CAD has 4 tabs that all configuration settings are divided
into. They are Trunk, Branches, Leaves and Global.
All trees must contain a trunk, branches and leaves, however with
some creative manipulation of these settings, you can create a great
deal of variety, including weeds, ornamental grasses and even cacti.
Even though you must have a trunk, setting its radius to zero allows
to you create grasses from branches. The possibilities are infinite.
Trunk
Tab |
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Branches
Tab |
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Leaves
Tab |
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Global
Tab |
To give you a general idea of the settings you can play with, I
have provided screen captures of each tab. (above) The settings
in each section are divided into subsections and allow you to specify
the minimum, the maximum, and the variance. The individual subsections
can also be further refined by means of a curve editor. For example
the Radius of a branch can be set to have a minimum radius of three,
a maximum radius of five, a variance of two, to add some noise to
the branch. The curve can then be set with either a predefined curve
sample or by manually setting up control points. Through the curve
editor you could specify that you want the maximum radius to occur
near the base of the branch and the minimum radius to occur at the
tip. Combine this power across the trunk and branches with setting
like flexibility, start angle, length, radius profile, and multiple
levels and you have a tool than can create almost any tree imaginable.
The Leaves tab also allows you to specify several levels of leaf
types and even allows you to create blossoms that grow at the end
or along the length of the branch.
Within each tab you can also specify a bitmap(s) to be mapped onto
the respective tree part. As long as you have some good reference
material there is not much you won't be able to produce. On the
flipside, if you do not have good scanned content, you will have
to paint your own. So if you don't happen to have that rare African
hardwood tree in your backyard as a reference, you might be spending
more time designing your tree than you had hoped.

Curve Editor
Because the documentation is missing illustrated examples of how
each setting works, you will need to spend a fair amount of time
experimenting to see how each reacts both by itself and with other
settings. Be careful though as you can quickly let an entire day
go by without accomplishing anything! There are so many possibilities,
that you may find yourself tweaking a single tree for hours. Honestly
I was having so much fun creating new trees that I lost a good three
hours of my life during the process of writing this review!
Outside
of the individual settings, there are a fair number of buttons and
toggles in the main interface itself. Although most will not translate
to a saved file, and were only put there to show off the Open GL
implementation, they are very useful in determining how your tree
will both look and react in 3ds max. These settings include the
ability to change ground and sky types (which also affects lighting
and shading as well), wind settings such as windspeed and direction,
levels of detail, lighting positions and even a park bench for scale.
Once
you are happy with your tree design you can save it out as an SPT
file and load it into 3ds max to replace the SpeedTree placeholder.
SpeedTree, as with natFX, uses billboard technology to create the
trees. The tree that displays in your viewport will display as hundreds
of different billboards, each representing a portion of your tree.
A nice feature in SpeedTree that can not be found in natFX, is a
viewport display control. Whereas natFX must rely solely upon 3ds
max's built in adaptive degradation, SpeedTree can also use its
own LOD controls to reduce a forest of trees to only a trunks for
easier viewport manipulation.
Because SpeedTree relies upon the quality of the scanned textures
to to determine the realism at close range, you can get some amazingly
realistic close up shots. While texture LOD can be controlled this
way, geometry LOD is no where near as advanced as natFX and must
be dumbed down manually in SpeedTree CAD. This is done by reducing
branches and leaves and must be saved as a separate file.
Level
of detail comparisons at different distances.
Forest
Controls
Another impressive feature of SpeedTree is its Forest control. By
specifying a boundary path and a editable mesh terrain, the plugin
can generate a forest of trees bounded by both the spline and the
contours of the mesh. I did however find a fairly limiting design
flaw with this feature if you intend to build a very large forest.
If you attempt to build a forest that is too big, the program's
internal normal function overloads and causes 3ds max to crash with
a memory error. The quantity of trees that forces this crash seems
to be different in max 5 and max 4. In max 4 you can get a forest
of about 400 trees, whereas max 5 seems to flake out around 150
trees. There is fortunately a work around that the developers let
me know about. Simply create a forest that is within the memory
limits of the program and instance the entire forest in several
different locations. I tried this out and it work perfectly! One
thing I did notice was that you can only instance a forest. Copying
will not work.

SpeedTree Palm tree Forest
Face Counts
The number of faces on a SpeedTree will depend of course on the file
that you load. The standard Trees that come with the plugin range
from a several hundred faces for a low detail version to around 100,000
face for the high detail versions. Although your face count is theoretically
limitless, the high resolution trees that are included provide enough
detail even at very close range, so I wouldn't expect you would require
anything bigger.
Speed Plane
As I mentioned near the beginning of this review, SpeedPlane is
the second option available to you in the plugin. SpeedPlane reacts
almost identically to a simple plane billboarded with a cutout bitmap,
however is compatible with SpeedTree's Speed Shadow Generator and
the forest tool. You can also set all SpeedPlanes to either be cross
hatched into the typical "X" formation or set to always
face the camera. Both very useful low poly features for distant
trees.
Speed Shadow
For those of you who are thinking about using raytrace shadows to
get crisp detailed shadows from the face mapped materials, this
is definitely an option to you, however a unique feature to SpeedTree
is its built in Shadow Generator. The benefits of SpeedShadow are
almost identical results to a raytraced shadow, but at a speed slightly
longer than a high resolution shadow map. SpeedShadow is available
to you in the same spot as Shadow Maps and Raytrace shadows.

Raytrace Shadows
(7min 21sec) |
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Shadow Map
(6 sec)
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SpeedShadow
(10sec) |
times and result will obviously
vary from tree to tree
Wind
Like natFX, SpeedTree also uses 3ds max's built in wind space warp
to create realistic movement of trees. SpeedTree however takes full
advantage of all parts of the tree's movements and even controls individual
leaf movement. Seeing one of these trees animated is really shocking
as it is uncanningly real. Even at close range. It has to be seen
to be believed, so I would highly recommend downloading the demo.
Network Rendering
SpeedTree fully supports network rendering and requires only that
you copy the plugin files to each system in your farm, or share them
in a common location. You will also of course need to provide a shared
directory to you bitmaps as well.
Summary
Overall I was very impressed with the features and capabilities of
SpeedTree. However, as I mentioned initially the documentation and
install definitely needs some work. There are just too many setting
to not have better visuals to assist in learning how the plugin functions.
With a price of only $395.00US, there is a lot packaged into this
plugin, and I would recommend it to anyone who needs a great deal
of flexibility, the ability to create your own trees, and good realism
in close ups and distant shots. There are a few things that I think
could use some improvement though. I would have liked to have seen
better geometry LOD controls. A new file for each LOD seems a bit
cumbersome. I was told, however, that this is coming in a future release.
Also, something a bit more sophisticated than a cutsheet to view the
included trees would have also been a nice touch. Especially when
you create your own trees, which required you to generate your own
preview samples.
In comparison to natFX I found SpeedTree to render scene about the
same speed, with with standard Raytrace and Shadow maps, however the
built in SpeedShadow, definitely gives Speed Tree the edge if you
need detailed shadows. One draw back I discovered is that it will
not work with the current version of Brazil, but it does perform well
in Vray. Considering the popularity of Brazil, I'm sure this will
be remedied soon. Lastly, while I consider SpeedTree's ability
to create an infinite number of tree and plant varieties a huge asset,
this can also be seen a hindrance if you require a great deal of variety
in your scenes. With only 30 varieties included there is a very good
chance that you will not find the exact tree you are looking for.
However if you don't mind spending the time to build a your library,
the only thing you will lose over natFX is time. Of course if you
do need botanically accurate specimens then natFX might be the better
choice.
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Price: $395.00 US
Additional Trees: No
Website: http://www.idvinc.com
Speed Tree Library of included trees: http://www.idvinc.com/speedtree/library/library_pane.htm
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Conclusions and Pro/Cons
So I'm sure you are all wondering which one I would choose. While
I hate to sit on the fence about this one, I'm afraid that is exactly
what I will have to do. The package you use will really depend on
your scene requirements. If you need accuracy and a large exiting
library, then natFX is your choice, however if you need flexibility
and the ability to create your own tree, even if they are not physically
correct then I would use SpeedTree. In thinking back to the projects
I have done, I can think of instances where I would have chosen one
over the other, so I really think each job needs to be evaluated on
a case by case basis. To help make the decision for your job, I have
written a comprehensive Pro and Con list below.
| SpeedTree |
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| Pros |
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Cons |
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| •
An excellent and very flexible feature set. |
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•
Poor documentation and possible setup issues. |
| •
Good realism both near and far (provided the bitmaps are high
quality) |
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•
No way to select tree from a thumbnail |
| •
Very reasonably priced |
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•
LOD must be created manually in separate files |
| •
Very realistic wind controls |
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•
Does not create physically accurate trees |
| •
SpeedShadow |
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•
Only 30 tree and shrub varieties ship with the product |
| •
Forest Controls |
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| •
Very powerful tree editor |
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| Bionatics
natFX |
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| Pros |
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Cons |
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| •
Very straight forward and intuitive interface |
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•
Both the plugin itself and the trees are expensive |
| •
Excellent documentation |
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•
Realism, while physically accurate suffers in close up shots |
| •
Powerful LOD controls |
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•
No forest creation tools |
| •
Physically accurate trees |
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•
Only 10 trees come with the program |
| •
Advanced controls to affect season, age etc. |
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•
Updates and initial creation of billboard trees are slow. |
| •
Good viewport representations |
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| •
Excellent tools for selecting and browsing the nursery |
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| •
A 250 tree nursery of botanically correct tree and plant specimens |
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