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  1. #1
    Skaarj
    Join Date
    Apr 2012
    Location
    Belarus, Grodno
    Posts
    9

    Default Black material problem

    Hi everyone!
    I'm working for my first landscape project, but i have some problems and obviously i ask you to help me. :>

    Here's the thing:
    I finished making landscape succesfully, but when i've tried to add some trees (created in SpeedTree and converted to StaticMesh, to use them with Foliage Mode) and build the lighting, material becomes to black and displays incorrectly.


    There is material's settings (same as standart udk trees material):




    So help me please. Thank you in advance.

  2. #2
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,102

    Default

    Converting speed trees to a static mesh doesn't give you proper lightmap UVs, which is probably why the lighting turns black. Unless you can generate lightmap UVs for a speed tree in the content browser after double clicking on them (which I doubt is possible) you most likely have to export a tree from your scene and then create a lightmap UV channel for it in a 3D app and reimport that into UDK as a regular static mesh.

  3. #3
    Skaarj
    Join Date
    Apr 2012
    Location
    Belarus, Grodno
    Posts
    9

    Default

    Thank you for your reply. I've created a new UVs channel in 3ds max. Now, tree displays correctly, but after lightmass build udk shows me error "Overlapping UVs".

    Is this is critical and how can i deal with it?

  4. #4
    MSgt. Shooter Person
    Join Date
    Jun 2011
    Location
    Denver, CO
    Posts
    161

    Default

    You need unique UV coords for each triangle (flatten mapping). The lightmap will not bake correctly with overlapping UV's Problem is, your tree has a lot of triangles, and getting a good lightmap res will be very hard to achieve.

  5. #5
    Skaarj
    Join Date
    Apr 2012
    Location
    Belarus, Grodno
    Posts
    9

    Default

    Well, that means that i need to rearrange UVs coords even for the main diffuse channel?

  6. #6
    MSgt. Shooter Person
    Join Date
    Jul 2010
    Posts
    247

    Default

    lotry to create 2nd UV channel in static mesh editor, in Mesh->Generate Unique UV
    Last edited by redbox; 04-26-2012 at 11:53 AM.

  7. #7
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,102

    Default

    No, the diffuse channel can have UVs arranged any way that you want, the lightmap channel can't have any overlapping uvs (so each leaf plane needs its own space in the lightmap UVs as well as the trunk) and they have to be in the 0-1 space.

    Since each piece is so small you'd also benefit from bumping the lightmap res up in the static mesh editor.

  8. #8
    Skaarj
    Join Date
    Apr 2012
    Location
    Belarus, Grodno
    Posts
    9

    Default

    Thank you for your tips!
    But is there is another way to place speedtrees fast except manual placing?


 

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