An early version of it is already on GitHub if you want to try it out! Here it is:
https://github/EpicGames/UnrealEngine/commit/ce1ba4c9537e72c0ef9397d696be15a24e841c80
An early version of it is already on GitHub if you want to try it out! Here it is:
https://github/EpicGames/UnrealEngine/commit/ce1ba4c9537e72c0ef9397d696be15a24e841c80
Oh, didnât notice that. Great, thanks!
Pffff, i just using âUnlitâ âShading modelâ in Material for grass.
That must look horrible.
Hah, but it solves problem with weird shading - everything is unified!
You could just make the vertex normals point up.
Yep, was mentioned multiple times in thread
Iâve been following thread for a while so thanks for all the help with plant shaders. forum is the best resource Iâve found on the subject.
Iâve looked it up but Iâm still a little confused about what vertex normals are and how they work.
I was trying to fix a tree I made in speedtree by changing the vertex normals in Maya. Are these the same vertex normals youâre changing in UE4?
Do the vertex normals only control how the normal maps handle the light or how the entire mesh does?
The normal shows the direction of a vertex and defines what is front and back of said vertex.
Graphic-cards work the way that everything between the vertices of a polygon is interpolatedâŚlike color (dx-triangleâŚhere each vertex has either R/G or B as vertex-color)
or the normal. So there is only one normal-direction(vector) for each vertex. I think other stuff than lighting is affectedâŚa direction may be used in many ways like ⌠in which direction a displacement takes place.
Thanks, That helps a lot. Can you actually change the normal inside UE4 or just call it?
Edit: One more question. Is there any way to cull a material if itâs completely transparent. Like if I wanted to make grass die could I make it completely transparent and then cull it as a foliage instance. I only ask because the more transparent a material is the more overdraw it has.
I found a boolean âhide in gameâ-variable in each component of a foliage-actorâŚand an index-number.
Someone else has to jump in for the other question though, sorry about that.
Let me tell about grass disappearing.
My simple âgrass disappearingâ material, like Z-buffer:
Is still available anywhere? Link is dead for me.
Why not use culling instead? Having more opacity to calculate isnât optimal.
Well apparently the foliage shading model is done and ready for 4.7! yay
https://trello/c/pDVTghVt/455-foliage-shading-model-done-4-7
I hope it will be useable for normal static meshes too, not just meshes placed with the foliage tool.
AntonioModers solution seems really counterintuitive to me as well.
Perhaps it will be possible to have the grass far enough into the disance with the new shading model that it can just be culled directly without popping in.
Whatâs wrong with AntonioModdingâs solution? I am using it, and it seems fine to me.
Unlit shading have no light .
With large clusters the culling can look quite jarring, when large swaths of grass disappear at the same time.
Can someone share grass asset with material setup just for educational purposes, my grass looks afwul =(