A computer screen displaying a 3D modeling software interface with a close-up view of a plant. The left side shows a detailed viewport of the plant's texture, while the right side reveals a node-based material editor with various parameters.

Trees in Autumn: SpeedTree Controller 3.0 Falls for Houdini 21

SpeedTree Controller 3.0 lets Houdini artists break, regrow and shade trees with Karma: new features, same procedural roots

The latest SpeedTree Controller 3.0 release gives Houdini users a few new reasons to leaf through their toolset. The add-on, developed by Carsten Baars and Arvid Schneider, brings procedural vegetation even deeper into Houdini 21, pairing new destruction capabilities with a cleaner rendering and USD pipeline setup.

Procedural Trees, Now Breakable

At the top of the changelog sits animated fractured trees and RBD merging. In practice, this means a SpeedTree asset can now be shattered, deformed or recombined procedurally—without manual re-rigging. For destruction effects or hero shots where trees need to snap, regrow or scatter convincingly, this new level of control is both time-saving and consistent with Houdini’s physics-driven workflows.

The fracture and merge tools can run as live nodes inside the network, allowing a tree to transition from intact to fragmented states across frames. That level of proceduralism should suit anyone setting up natural environments where vegetation is expected to interact dynamically with simulated forces or collisions.

USD and Karma Integration

The update also introduces a one-click USD setup that automatically assigns a Karma Uber material. This makes it easier to send SpeedTree assets into Solaris without manual material binding or extra VEX editing. The unified shader covers bark, leaves and subsurface scattering consistently across the asset, and works for both Karma XPU and CPU.

For pipeline artists, this closes a long-standing gap in the SpeedTree–Houdini workflow. Instead of exporting manually and fixing materials downstream, assets can now be published to USD straight from the controller, ready for lighting and rendering.

File Cache Control and Version Management

Another addition is the File Cache Controller, bundled for free. This small helper asset handles HIP file versioning and cache management directly inside Houdini. It is meant to simplify handling of large vegetation scenes, where multiple geometry caches quickly eat up storage and break references. In short, version 3.0 tightens the procedural loop: build trees in SpeedTree, import into Houdini, fracture, render in Karma, and publish to USD—with fewer steps in between.

Pricing and Licensing

SpeedTree Controller 3.0 now comes in two pricing tiers. The Indie licence costs $49 and includes all four Houdini Digital Assets plus the importer, intended for non-commercial or small-scale use. The Studio FX licence, priced at $249, covers commercial projects and provides identical functionality under a full commercial licence. Existing users of earlier versions receive the 3.0 upgrade free of charge. For independent artists, the Indie tier significantly lowers the entry barrier for a toolset previously more common in larger studio pipelines. For studios, the commercial licence keeps the tool within production compliance without any extra node-locking or subscription complexity.

Production Considerations

While the integration of fracture and Karma materials looks clean in demonstration videos, artists should still test compatibility with existing shading setups and render farms. The USD export tools, in particular, may need verification in complex scene assemblies that rely on versioned assets.

As with all new tool versions: test before you trust.