how to enable two-sided lighting on foliage

Hi,

On static mesh instances there is an option under lightmass settings called ‘use two-sided lighting’

My question is simply how do I enable this on actors painted with the foliage tool?

To explain this a little better. When an instance of a static mesh is placed there is an option in the details panel called ‘use two sided lighting’. This is part of the lightmass settings. This option allows a plane to receive light from both sides of the polys (when baking in lightmass). Here is a screenshot of the option:

This is a screenshot of a mesh copied and rotated each way with lighting built and the checkbox unticked:

and here is the same thing with it ticked:

As you can see this fixes the problem - which is great!

So my question is very simply - how do enable this option on objects painted with the foliage tool, as that option only seems to exist in the details tab of a placed instance of a static mesh. I just want to be able to tick this box for things painted with the foliage tool, or be able to set it as an option within the imported static mesh so that all instances inherit the property

Thanks

Hi, I just wanted to bump this to see if anyone had an answer? It seems at the moment that the foliage tool can’t really be used with lightmass?

Hi, thanks for the answer. I am asking about enabling 2-sided lighting in lightmass when using the foliage painting tools - not how to make the material 2-sided

Hello,

If this is about one side of the foliage being unlit, i think the common practice is turning the plane normals straight up.

Hi thanks for the answer. I have updated my original post to explain the question a bit better. Unreal already has a built in solution for this, I just want to know how to enable it outside of individual instances of placed static meshes

still no answer to this? Any chance this feature can be added to the roadmap - I can’t imagine its too much work to implement…

for anyone ugly foliage havers have some good news

I know it’s not the answer your looking for but the best solution I have found have the vertex normals facing straight up and then in the shader making the z rotation of the normals always point towards the camera.

This will at least stop the foliage lighting from being complete trash but the base colour will be out of whack some because well… idk something about normals and lighting so if you want the colour to match something else you might have to play around a bit.

there seems to be a bug rn in ue5 where this only works properly if you have a normal map hooked up in the angle-corrected normal node.