@Jamsh all you really need to know is here : ://docs.autodesk/3DSMAX/16/ENU/3ds–Help/index.html?url=files/GUID-82722323-100B-4711-A01D-8A87EB53DD96.htm,topicNumber=d30e234498
Also you can find a custom script by google searching that does your bidding
My result didn’t turn out as well And for some reason, my foliage isn’t shaded/darkened by the surrounding geometry. Notice how it’s equally bright through the level rather than being darker in the shadowed areas. occurs wether I use a static, stationary or moveable directional light.
Is there anything I’m doing particularly wrong? I used the exact same material setup as for now. My vertex normals are all pointing straight up too.
I think a lot of 's magic is also done with how he made his meshes. did you create your own backfaces rather than using a 2-sided material and use those normals, and are they flat planes or actual geometry with depth?
I know that it only casts dynamic shadows, but changing my light source settings doesn’t seem to change anything… must have missed something somewhere. Even so, that shouldn’t effect the shadowing from the surrounding geometry should it? I’m still not entirely sure how the foliage system works. Might be better to use static meshes for the mean time. That’s going to be a lotta lightmaps though
Lightmaps are the least of your problem if you place them as staticmeshes. UE3 foliage was lightmapped as well. Never was a big.
Drawcalls on the other hand… The prime reason to use foliage over manually placed meshes are the drawcalls.
You must have something in your material that makes them bright. Try to add a very simple grass material to the mesh just to narrow that if it is indeed the material, or something else.
The meshes are simple planes with a few extra verts and all normals facing up. 's meshes must be doing something different surely… are you guys actually getting shadowed foliage at all?
Is there any way you can help explain your wind shader a bit more? My “wind” shader feels more like an underwater current (if that current was having a seizure).
Thanks . It does actually appear to be working in a new level. My current level has quite a lot of lighting so perhaps a rebuild will help the problem.
Just a shame it’s so expensive to use SSS on foliage
Nope, see 's first post about editing the mesh normals. The idea is to have uniform shading across all of your grass, rather than have normals on the planes that face away from each other.
Again, that’s for a single tree object. On a grass plane, you want them to all face the same way, as the grass is supposed to be one huge object, not a collection of small objects. A quick lighting re-build seems to have fixed my problem, bit odd though.
It’s a screengrab from Tera. My team might be looking into making something like that for our project. We wanted to go PBR but with the theme we have in mind, foliage is unavoidable. From what I’ve been hearing, you can’t make good proper foliage in PBR for UE4 yet. But seems to have come up with something, but it’s applied to grass, will it work the same way for other plants?