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  1. #1
    MSgt. Shooter Person
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    Default Foliage Lighting Problems

    So I have a foliage volume set up and made some nice grass meshes to go with it. I have the material set to be non directional light... Well when positioning the foliage volume the results are really nice:



    The cloud shadows light the ground and the grass perfectly:



    Well the problem with moving the foliage volume results in only dynamic lighting so that the static shadows do not exist on the grass thus do not look very good in the shade:


    Building lighting after positioning the foliage volume is... uh... not exactly what grass is suppose to look like:



    Any help or suggestions to fix this problem would be greatly appreciated.

  2. #2
    MSgt. Shooter Person
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    Default

    Here is a time lapse video of what the good lighting looks like:

    http://www.youtube.com/watch?v=y4H6EBZhnLw

  3. #3
    MSgt. Shooter Person
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    Default

    *bump*

    So I take it nobody knows why building lighting causes the grass to glow like crazy? Everything else I place in the map is lit correctly.

  4. #4
    MSgt. Shooter Person
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    Default

    I think nondirectional materials only work with dynamic lighting. So on your foliage, set bforcelightmapping to false, and then on your directional light set busedirectlightmap to false, that way they should use shadowmapping (which is considered dynamic lighting) rather than lightmapping.

    btw how are you achieving the cloud shadow effect, it looks nice.

  5. #5
    Prisoner 849
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    Default

    He probably uses a directional light with a light function.
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  6. #6
    MSgt. Shooter Person
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    Default

    Yep the clouds shadows are from a light function on the directional light.

    bUseDirectLightMap is already false on the directional light and on the sky light.

    As for setting bforcelightmapping on the foliage I don't see that as an option within the foliage factory properties.

  7. #7
    MSgt. Shooter Person
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    Default

    ah, well light functions force it to be dynamic light, so my suggestion wont change anything.

    Perhaps try using a phong material instead?

  8. #8
    MSgt. Shooter Person
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    Default

    Tried phong... does exactly the same thing: after build it glows like crazy.

  9. #9
    Green_Day_584
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    Default

    thats some weird problem... its as if it has a purple constant3vector plugged into the emissive channel...

    weird stuff indeed

  10. #10
    MSgt. Shooter Person
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    Default

    Yeh, sorry I cant offer more help, ue3's foliage system is something I have have not yet had a need to use at all. So not knowing what could be the cause, all I can suggest is to keep drilling down to see if you can find the specific cause.

    Have you tried removing the light funtion and then rebuilding?

    Look at the foliage in epics stock maps, what is different about them..

  11. #11
    MSgt. Shooter Person
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    Default

    Well here what I have currently:

    Material Setup:



    Material Properties:

    bUsedWithFoliage is true.

    Static Mesh:

  12. #12
    Prisoner 849
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    Default

    instead of having the foliage mesh move, have the texture move?

  13. #13
    MSgt. Shooter Person
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    Default

    Quote Originally Posted by KazeoHin View Post
    instead of having the foliage mesh move, have the texture move?
    Not quite sure what you mean by that. Neither the texture nor the mesh moves right now. I have not added a wind directional source yet for the foliage.


    Quote Originally Posted by Oblivionbringa View Post
    Have you tried removing the light funtion and then rebuilding?
    Yep tried that already... same thing.

    Btw if I place the static mesh in the map by itself it is lit fine with no glowing problems. Only as foliage does it glow.

  14. #14
    Veteran
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    Default

    Bump. Having a similar problem. I placed some retail grass meshes, which are lit just fine. But then I inserted another set of a different foliage mesh, they became unlit and really bright, as if they'd glow on their own using some superpowers.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    The only lighting I have is a Skylight with a brightness around 0.5 and a dynamic (to-be rotating) DirectionalLight with a brightness around 4.0.

    Do I need to create a new material for the mesh or something?
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