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I'm trying to find some documentation regarding the billboard setup for trees in the KiteDemo.

Could anyone share some information regarding the method Epic used to create the billboards for the trees in the KiteDemo?

I can see how they used the materials, and how they created a custom depth billboard, but I guess I’m looking for more of a tutorial. I found this here. https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/RenderToTextureTools/index.html

But I guess I’m missing a couple pieces of the puzzle. Looking for a slightly more in depth explanation. Something for the more “ue4 challanged” lol.

Not 100% sure on the proper workflow I need to achieve the same results as in the demo.

Like what settings to tick and how to set everything up specifically for a tree. I’ve played with it, but I’m still a little lost.

http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/billboarded-foliage-in-unreal-engine-4-r4246

Is that what you mean?

Thanks for the repy. However, nope. It’s not what I mean. I’m trying to replicate the same pixel depth offset technique that Epic used in the kite demo. There’s a lack of documentation on how to do it like they did. There’s “some” like I linked, but there’s a lot of missing info there on how to set it up the same way. Or at least I can’t seem to figure it out.

I was looking for documentation on this as well. No luck yet.

I PM’d RyanB (Epic Developer) In hopes for a guide. No luck though. I’m trying to write up a tutorial myself for people to do this. I haven’t had any luck figuring it out yet. . :frowning: I really want to figure this out. . .

Bumping this. Really hoping someone has an answer haha

nudge I’ll beg if I have to!

+1 Also currently looking into this! Got some decent results, but fully understanding all the steps would be hugely beneficial!

+1 Also currently looking into this!