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  • replied
    Are you ticking the checkbox in the material telling it that its used on SpeedTrees as well as StaticMeshes?

    Can you post a image of your material? Sometimes its just simple things.

    Leave a comment:


  • replied
    Falconian, I tried to remove the normals but no changes.

    John I used the same technic I used for tree-leaves. Normal map to normal channel, Deffuse to deffuse, and I masked the resault by using the alpha channel and a vertex color through an add-er.
    About foliage layers... I'm afraid that I've no idea how to do it in UDK yet. In any case I'll try to use a different method from the one I've already tried cause besides the lighting issues the whole thing also brings down game's framerate (even with 256 textures...) and that won't be nice for large levels.
    Okay, let's google "foliage layer". Back to school again lol.

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  • replied
    I had the same problem with leaves on tree, I removed the normal map in the material editor, and it seemed to work just fine after that.

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  • replied
    How is your material setup?

    Also, are you familiar with adding a foliage layer to your terrain? This might be a better option than using a Speedtree. Or even manually placing a FoliageFactory as needed.

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  • replied
    Originally posted by ambershee View Post
    Looks like it might be a lighting channel issue. Check the lighting channels?
    Everything looks fine...
    I re-made the grass (mesh and textures) just in case I did something wrong the first time but unfortunately the resault is still the same.
    But... I used the same data but as static meshes this time.. The grass works fine but I lost the animations provided by the speed-tree aplication.
    So, considering this it must be an issue related to the speed-tree editor.
    Animating the model directly in max is a hard kick to game's frame-rate so it's not a good option. Having static grass isn't an option either since it doesn't look realistic...
    **** it... If I would keep notes of every issue I had to deal with since I started with UDK I'd have made a book by now.

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  • replied
    If you get it to work, do a short tut on how if you would please.

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  • replied
    Looks like it might be a lighting channel issue. Check the lighting channels?

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  • replied
    I just did but...
    Nope... still the same resaults :0\

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  • replied
    Have you tried tweaking the leaf opacity value in UDK? ie. select the speedtree (grass) and right click, go to properties and there adjust the opacity.

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  • started a topic Grass (Speed-Tree) and lighting...

    Grass (Speed-Tree) and lighting...

    Okay so I've finally figured how to make grass in speed-tree but the joy didn't last for long...

    The grass doesn't seem to work as it should when the lighting is applied.
    Below you can see 2 screenshots. The first one shows a very basic test-level before light building and the second one with lighting built.

    Note that I used no lightmass for this example cause it takes too long to render due to the amount of trees and grass used.
    When I use lightmass those dark shadows from the trees go away, that does not happen for the grass as well though.
    It looks black as hell just like in the shot below... Any ideas about what I could possibly do wrong?

    Before:


    After:
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