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  • replied
    I don't see any pictures.

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  • replied
    I have a feeling that speed trees dont work too well with the lighting. The only way I could make it work was to fake the enviorment lighting on the materials by plugging in a very faint emissive value that is the colour of the enviorment colour in the world properties. Otherwise the speed trees look black where there is no direct light and look out of place.

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  • replied
    Binaries\SpeedTreeModeller

    There should be the Speed Tree exe in your UDK folder

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  • replied
    where is speedtree located in the UDK?? cos i found a speedtree on google but it costs money so i dont think thts the one

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  • replied
    Originally posted by pboost View Post
    Make a copy of the diffuse texture and plug it into the specular channel, that should work. Do not use the diffuse texture itself, make a copy or else you can't play the level, the shader will make the game crash.
    Not really. It works fine even if it is from the same source.
    My problem in this old post was the mesh after all.
    In any case though I went the "foliage" way. Speedtree is too "heavy" for grass in unreal since it can be only added as deco and not as foliage actor. Really not the best option after all.

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  • replied
    Make a copy of the diffuse texture and plug it into the specular channel, that should work. Do not use the diffuse texture itself, make a copy or else you can't play the level, the shader will make the game crash.

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  • replied
    Thanks for helping me out with this guys!

    John I think I found the problem.
    It has to be my mesh. I replaced the mesh with simple leaves from speed-tree and lighting works without the frame rate problems the original one caused.
    I still can't figure out the "why" though.
    It's just a simple mesh made of 8 surfaces (1 poly each) with a 2-sided material applied on it and exported as object. It couldn't be any simpler.
    Anybody familiar with custom meshes for speed-tree use? Do they require something more?

    Iniside, thanks for the suggestion! Well, the entire game industry is using speed-grass for grass objects at the present time, mostly because it looks more realistic in more than one ways comparing to other technics. I won't use it to cover the entire game, it's just another factor for adding some extra realism so, the resources that would possibly require is not really a problem considering its role in our game.

    Falconian no problem. I will.

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  • replied
    If you fix this problem, an you please post it here, so I know what I need to do also, all the best.

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  • replied
    Feel free to send me a test case if you like. It's always easier for me to diagnose art by looking at it instead of text descriptions.

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  • replied
    Check Two--Sided.
    And dont use speed-tree to generate grass. It's simple waste of resources. Insteda make a flat meshes in any 3d app, and texture it with grass texture that have alpha channel. Then use it as foliage actor. You will get pphysics with it. But still, is not worth. Better just place is as deco-layer on ground.
    If you want some good grass texture I recomend to visit turbosquig.com you can find some great texture that are free or no more than 5$.

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  • replied
    Just a simple dominant light in a "testing-objects" level. I tried using a simple U light as well though in a diferent level... No luck" :0/
    I believe though that there's something wrong with either my mesh (Mesh image from max) or my grass structure in speed tree. (which is as simple as it can be. I just added leaves and replaced their original mesh with the one I made in max).
    Three days wasted on this thing and I'm pretty sure that it's something very simple I'm missing here lol.

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  • replied
    Material looks fine... so it must be your light setup. What kind of lights are in there?

    ADDED: I just tried a SpeedTree on a simple plane using all light types with and without Lightmass and they are lighting fine. SpeedTrees do not work with dynamic shadowing so that may be your problem is you are trying to do so. But as far as I know, the engine just uses the static shadow paths for them regardless of how you have it set up.

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  • replied
    Originally posted by eAlex79 View Post
    I think you must add the Vertex Color to the Alpha channel of the diffuse texture and put the result to the Opacity Mask. I don't know of that is causing your issue, just try it.
    That was my original setup. This is a test one. the resaults in game is 100% the same (as far as that concerns my issue with lightmass). :0\

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  • replied
    I think you must add the Vertex Color to the Alpha channel of the diffuse texture and put the result to the Opacity Mask. I don't know of that is causing your issue, just try it.

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  • replied
    Yes I do.

    I really don't get the problem with grass since the **** leaves work fine although I use the same tehnic for them.

    Anyway. Here's a very very basic (testing) version of my material setup:


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