Trees export from Speedtree show wrong color in Unreal

Hi,

I tried to find how to fix my problem but look like the solutions I found can’t fix my problem, so I end up here.

*Sorry, somehow the forum can’t load the images so I upload them to my GoogleDrive :frowning: *

This is what I have in my Speedtree:

I want to use dynamic lighting for my scene, so I use a movable Directional Light and movable Skylight, this is my light setting and what I got in Unreal. I also do everything in “Two-side Foliage Material” tutorial on wiki, turn on DFAO, and enable DFGI.

The only thing I didn’t do is use pixel depth offset, but I think that’s not important.

As you can see, the color of the leaves are… very weird.

Do anyone know how to fix this problem?

It’s probably due to the colour variation node after the albedo texture. The default variation amount is way too high for most textures.

Thank you joni, that make the tree look much better. I have another question. I create a little clover with the forest here, but the scene look too “fake”, I don’t know why. How can I make it look better?

It looks like the foliage is looking oddly flat as there is no shadow applied. The cloverleafs dont cast shadows on the ground and they dont seem to have any normal mapping, so they dont show structure and just overlap each other without any distinction od the individual leafs. The same goes for the treetrunk wich just shows flat shading (no normals).

If nothing helps, you could fake the cloverleaf shadows by placing appropriate shadow decals on the ground. They see a little too small to generate noticeable shadows from a far off lightsource.
Its the atmosphere that scatters too much in this case :slight_smile:

Or use static lighting in selected areas of importance… Dynamic light for the pverall scene and some pointlights creating nice baked shadows for the hero-cloverleafs :smiley:

Are you using the imported material as it is? If yes, that’s your problem. You have change the material quite a bit to get the look you want. Rest is up to your skills as a 3d and 2d artist.

@KVogler: As you can see, I have the shadow on the big trees and the rocks, but somehow I can’t get the shadow on the tiny things like clover or fern, I’m trying to figure out why.

About their normal map, I just take a clover picture from google, make a model with the UVs fit with it and then create the normal map by Nvidia’s plugin for PTS to create a normal, so yeah, basically, I don’t get good normal map on them (or I have, but it’s flat, so it have no effect). Could you please show me how to make a normal map for a tree myself? I’m using Speedtree, PTS and Blender to create that clover.

About the trees, I use the low-poly model to keep my FPS rate not fall to hell :P. Of course, it has a lot of fake leaves so it look weird as well :P. Can you give me a little advice about how much a tree’s polygon should be OK to be used in UE4 with that scale of landscape, or how can I create a good-looking tree but not killing my PC :frowning: ? I use a 100x100x100 landscape and they’re about 120 big trees in my scene.

Thanks for your advice about using static light, but my goal is to create a dynamic light area. I’m trying to create something like the link below:

I don’t think I can make something that good for the first time, anyway he is pro. I just try as best as I can now, so I don’t want to choose a easy route :D.

@jonimake: yeah, I fixed every leaf-material after import them from Speedtree with the “Two Side Foliage” tutorial on wiki, as I said. Could you please help me how to make that look better on this specific situation? If you want I can upload and send my trees to you (I can’t upload my entire project, that project is about 23GB, I test every new technique I want to learn so it’s very messy :P, so if you want I will find and send what you need).

I also use the NVIDIA plugin and get quite good results…
What is your workflow?
Do you generate the normal map off a colored image?. You need to make it a grayscale image first. I usually convert to grayscale image type and then back to RGB color, discarding color information.
As from the little imgae in the material screenshot,. your normals seem to be way off (red colored parts). The normal map values are there driven into saturation…

My workflow is lack of making a grayscale version of the picture first, maybe I should try again. Now my PC is broken so I don’t have anything to test it.
There are one more thing I don’t understand, my tree from Speedtree often have good color, but somehow when I export them to Unreal, they have strange color (sometimes darker, sometimes brighter, sometimes they even change to blue or white). Could you show me how to make it works? Tutorial or any advice would be great :D.