Hi guys, I’ve made, using speedtree (the ue4 version), a simple grass model and saved it. Then, I simply added some flowers to that model and saved as a different file, so now I have two versions of THE SAME GRASS: the first has flowers, the second doesn’t. I’ve imported both in unreal, and I hoped to create one single material for the grass, and apply that to both the models (and obviosly, also a second material for the flowers). So, this is the result for the model without flowers:
…and this is the result for the model with flowers:
As you can see, the second mesh is totally messed up: it seems that the texture is too big… but how is it possible, if the two models are identical?
Probably it’s a very stupid question, but i’m very new to ue4 and cg in general (this is my first material) and I really can’t undestand why that happens
ah, luv experimenting with unreal, so much fun.
but you need to understand what you are experimenting with first, and albeit I am no materials expert by no means, I can suggest.
you are using LODs, you are not creating another model just a LOD for distance. so basically when you move further away from the grass it will grow ‘flowers’ (flowers will show up at distance)
if your post is worded wrong, maybe you can reword it, but this is what I understand from what you are showing & asking.
ahm… my mistake, i guess. These are not two different LODs of the same model, they’re just two different meshes.
On the left there is the simple grass, with its material, and on the right there is the grass with flowers, that has two materials: the grass one and the flower one. For the grass one, i want to use the same of the model without flowers.
I thought there was no problems, because the two meshes are identical, except for the flowers
hi, hard to know exactly what someone is actually doing, sorry.
I would look at how you created the models or modified them, exporting then re-importing both can produce strange results & can even be different between different modeling software.
oh don’t worry, actually I have to thank you because now i know what LOD is, and I have something new to experiment with!
By the way, I just realized what the problem could be: When I created the second grass, I used two different textures (the grass one and the flower one), but when I compiled the mesh with speedtree compiler, it created a single uv map, so at the end I had a single texture with the grass and the flower, that was different from the one of the first model, that had just the grass. So, even if the meshes are identical, the textures are different… That’s just a supposition, anyway I’m going to use two different materials, it’s more simple
If you want to share the same atlas between two meshes, you can run the SpeedTree Compiler directly. (The Compiler is the app that runs in the background to prepare the tree for UE4 every time you save from the Modeler). Add both of your grass models to the same atlas folder and click Compile. Then you won’t be wasting memory on the duplicated texture.
The material preview looks weird because the material has a SpeedTree node in it performing wind. The sphere model isn’t really set up for it.
As for the differences in the models themselves… you must have done that in the SpeedTree Modeler.