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Creating Open-World Grass Clutter with SpeedTree

This explains an asset-creation workflow using SpeedTree.
Since we will place large quantities of grass in an open-world environment, the assets must be as light as possible.

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On WindDirectionalSource

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Add Transition to the material to create a smooth LOD transition.

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We will use fbx mesh files and textures.

Import the FBX-format mesh and adjust its density.
Keep the entire mesh within a manageable triangle count.
Export the fbx.

Render Texture for the Cluster in SpeedTree

Section titled “Render Texture for the Cluster in SpeedTree”

Import the fbx mesh you just created, along with Quixel textures, to prepare data for the cluster.
Export the texture that will be used as the card mesh.

Create nodes in SpeedTree and import the cluster texture you created earlier. This will become the final asset you export to Unreal Engine.

To simulate wind movement, connect Spline → Cluster nodes.
Do not use Leaf nodes.

Cut out the mesh based on the texture

Launch the Wind Wizard and set it to Bush.

SplineAnimationWind
enable Apply under Legacy UE4.

The Wind settings that we used

Create “4 mesh LOD” + a far-distance billboard

This asset will be used as grass clutter to be placed widely across the map.
To reduce the number of placed instances, make each asset fairly large (around 5.5 meters in size)
Use HeightMap so it fits to the ground.

Enable Accurate Wind Velocities in the SpeedTree asset settings to reduce noise caused by wind movement.