Releases: jankrassnigg/Kraut
Releases · jankrassnigg/Kraut
Kraut Beta 3
A binary release of the (currently) latest development status.
New Features
- Material Library
- Per-Vertex Ambient Occlusion baking
- Dockable UI panels
- Forces to influence the tree (e.g. magnets)
- More rendering modes and skylight
- Umbrella branch type mode
Kraut Beta 2
This is a re-release on GitHub of the very old Kraut Beta 2.
New Features in BETA 2
- Flares along branches: deform the mesh to imitate strong roots or bulges.
- Billboard Leaves: Leaves that rotate towards the viewer to achive more densly looking trees with few polygons.
- Frond and Leaf color variation: More natural looking trees through easy to use color variation per leaf.
- Convert to DDS: All textures that are exported as TGA can now additionally be converted to DDS format.
- LeafCards: Top-Down mode to create leaf textures for billboards.
- Visual Tree Component Editor: Much improved UI for editing tree components and reusing them in other trees.
- Generally much cleaned up UI. Added progress bars for longer operations.
- Fixed broken FBX export.
- Improved smooth vertex normals.
- Several improvements to the tree generation. Branch width is now absolute, Trunk types can be spwaned with more control.
- Added Billboard and Impostor LOD types.
- Export to custom format, which supports all the features that are required to fully render a Kraut tree.
- Added program "Kraut Viewer" with full source, which demonstrates how to load and render a kraut tree.
General Feature Set
- Procedural growth of branches and fronds.
- Easily create thousands of variations from the same tree specification.
- Interactive WYSIWYG editor.
- Undo / Redo system.
- Export Meshes to OBJ, FBX or custom format.
- "Leafcard" mode to easily create textures which can be used to represent entire branches. This enables you to create highly detailed looking * trees without many polygons.
- Exported leafcard textures are automatically processed to be well suited for mipmap creation.
- Automatic computation of up to five level-of-detail meshes with much reduced polygon counts.
- LODs include Impostor and Billboard mode.
- Many tweakable options to get the best quality out of level-of-detail meshes.
- Manual editing mode that allows to easily paint unique branches exactly as desired.
- On manually created branches additional procedural branches may be grown.
- "Physical Simulation" mode: Branches will try to grow around obstacles, such as other branches or additional objects that can be loaded from * OBJ files. This allows to create a tree that shall fit perfectly into some corner of a game level.
- Several sample trees and sample leafcards included.