So like my title mentions I have a black trunk an dno idea how to get rid of that. But iwhen i export the trunk alone the its working fine. So i used the sapling addon, created an uv map for the trunk and an additional uv channel for the leaves. then the leaves are working but the trunk is not.
I usually get this issue when I have overlapping UVs. So what I do is create a second UV map in Blender under “Object Data” (the menu that looks like a mesh triangle). And with that second UV Map highlighted, I unwrap “Lightmap Pack”. UE4 will use the first UV map for texturing, and the second UV map for lightmaps. Then the shadows baked by UE4 from one part of the tree won’t appear on the wrong part.
Notice the “trunk only” version has black branches, not white, so it also appears to have the same issue.
Also you may have to combine all the instances of leaves into one mesh (Ctrl+J) to get a single UV set.
I figured that out in the time. I actually created a second uv channel for the leaves but forgot to create one for the trunk aswell. But thanks for replying now all is working fine.
I am still having troubles with the lighting of my trees. They seem to be really low resolution in some places, even if I increase their lightmaps resolution in blender up to 4096 px. I have already changed the resolution of the landscape to 5. I think that it might be caused by the branches (because of their count - it’s 1k). When I turn on the Stationary Lighting, everything is fine. Maybe there’s a way to ‘bake’ the lightmap used for the stationary lighting and use it as the lightmap for the static lighting?
Statically Lit Tree:
Stationary Lit Tree:
I’d like to add that the objects in my texture UV are overlapping, because branches are then easier to texture, similarly to the other objects, but I think that it shouldn’t matter if I have external lightmap also? I have checked not to auto generate lightmaps and not have any errors with overlapping UVs.
LightmapUV:
Thanks in advance for the help!