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CosmoTreeGen v1.0.0

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@FrogCosmonaut FrogCosmonaut released this 08 Nov 11:49

Added

  • Collision types, replaces the old use_collision toggle with enum, now it can be None, Simple Convex, Multiple Convex or Trimesh.
  • collision_level sets which branch levels get collisions: 0 is just trunks, 1 adds the roots and first level of branches, and so on.
  • collision_max_height cut collisions above that height, useful for giving only the botton of the trunk collisions.
  • Foliage collisions, can be Hull (one convex shape around the whole canopy) or Spheres (one spehere shape per branch tip).
  • Collision preview: preview_collision draws the collision shapes on top of the tree.
  • leaf_aspect: leaf cards now take the shape of the foliage texture instead of always being a square. Above 0.0 forces that ratio.
  • texel_density: in px/m, bark UVs now are in world space, so trunks, branches and roots share texel size, saved by preset.
  • API: export_gltf on CosmoTreeGen, useful for creating tree .glb's in batch.
  • Docs: https://github.com/FrogCosmonaut/cosmo_tree_gen/tree/main/docs
  • Every parameter now has a description in the Editor, hover to see it.

Changelog**: v0.5.0-beta...v1.0.0

CosmoTreeGen v0.5.0-beta

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@FrogCosmonaut FrogCosmonaut released this 03 Nov 21:21

First public release.

Features

  • Procedural tree generator with configurable branch levels, live and auto-updated in the editor.
  • Tree parameters as custom Resources: multiple trunks per tree, optional roots, broken branches by chance, branch length and leaf card size by curve.
  • Foliage: icospheres with configurable subdivisions, or card leaves with configurable amount and double sided.
  • Optional flat shading for PSX/PS2 aesthetic.
  • Automatic convex collision for the trunk.
  • Automatic LOD generation (LOD0, LOD1, LOD2) with tris budgets and distances configurable in cosmo_tree_gen/generator project settings.
  • Save and load presets as CosmoTreePreset resources. Includes 4 built-in presets plus 7 extra in the demo folder.
  • Export as glb/glTF (LODs included), with an option to link materials in the .import file.
  • Leaves shader with simple wind sway.

Notes

  • This is a beta release: parameters and the preset format may still change between versions.
  • glTF/glb export is still experimental.