Hello!
Note : I started discussing the following problem on [the official SpeedTree forum][1]. I’m opening a discussion here because it might be related to Unreal’s way of handling vertex paint.
I’m currently investigating SpeedTree for UE4, testing if it could fit our art pipeline (for a stylized / non-realistic game). I’m loving it so far, but I’m wondering about vertex color usage. To cut it short : SpeedTree uses UV Channels (6 different UV coordinates) to store its data (wind animation, branch blending…), but leaves the R/G/B/A vertex channels available. Using [mesh paint][2] on a speedtree should be possible - and would be very useful for us.
The problem is : when custom vertex paint is applied on a SpeedTree instance (via Unreal Paint Tool), its wind animation becomes weirdly unstable / glitchy when moving the camera around :
http://gifyu.com/images/TreePaint_Bug.gif
It doesn’t seem to be material-related, since we’re using exactly the same material on both trees - we only added vertex color as a color overlay on the left. Here is our very simple leaves shader :
My questions:
- Do you have any idea of what might be causing these glitches ? Is it related to what vertex painting is doing under the hood in Unreal ? Is it a know limitation of Speedtree’s UE4 Integration ?
- Any workarounds ?
Thanks in advance!