We all know getting lighting to behave decently with two sided materials is a pain to say the least.
There are numerous of workarounds that looks okay but none of them gives a very good result and because of that more or less all foliage in the engine have to suffer or double their polycounts.
SSS looks good but can’t be used too much due to performance issues. Two sided sign can be used to reduce the black backfaces but it’s still not ideal. There are other ways of doing it, all of which gives okay results at best.
This is all known but I just wanted to get some clear answer on: is a better lighting model for these kind of assets is being worked on?
Epic have mentioned it could and might(?) be done but as far as I know they haven’t said anything definite yet(?)
Foliage is such a huge part of many games and because of these issues the engine might be seen as inadequate in some people’s eyes compared to Cryengine, that better handles lighting for these types of assets.
It’s also really bad publicity for IDV and Speedtree, as the top quality they are known for isn’t really given a fair chance because of engine limitations.
I think it’s a tiny thing that greatly would benefit the engine and it’s users and I don’t think it would require too much resources and work to get it done (just talking out of my ***, I have no idea how hard it would be but seeing as it have been done in numerous of applications It doesn’t seem like it would be an issue).