Hi, I made 3 variations of a tree in SpeedTree and now I am desperately trying to get them to work in Unreal, which I believe is proving to be a waste of time now!
Issue 1: Light baking multiple trees So, I was testing out the first variation of the tree and sure it didn’t look as great as it was in SpeedTree but I had gotten close to the look I want with tweaking, baking lights for that one tree took maybe 5 seconds. So, I then import the second variation of the tree, match up the settings with the first one’s, bake lights again. The progress bar jumps to around 60% and then stops at 83% and keeps processing maps, and NEVER finishes! If I just keep one tree in the scene light baking starts and finishes fine. Two trees or any scene that has custom meshes will just never stop processing.
Issue 2: Matching up the tree to look similar to SpeedTree version Apparently quite a few people are bumping into this:
This is after baking lights. Light maps seem to be setup all right, resolution at 1024. Surely the shadows are not supposed to look so crude (I double checked the environment colour just in case, it was set to a warm yellow, not pitch black)? The difference between the speedTree look and the same tree in UE4 is ridiculous.
As I said I can eventually match up the tree to look similar to the STM version, but the light baking issue is just not going anywhere, even if I set it up to bake lights for the selected object only. I don’t have the strongest computer ever, but this shouldn’t be an issue considering it’s only like 30000 polys or less. Any insight into this will be highly appreciated!