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Scanned Poplar and Aspen Forest with Seasons - Spring Update

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    #16
    Hi Oleg_Kolyada, sorry about the problem. I did some tests about that. Are you using lightmaps and getting a warning like this, after lighting build is completed: "Landscape_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs."

    I think this is the problem, at least this is the only problem I saw (for foliage paint). Unreal doesn't support unique lightmaps for foliage instances' LODs.
    https://answers.unrealengine.com/que...g-results.html

    If this is not the answer, please give detailed information about scene lighting setup, are these grasses foliage paint, landscape grass type, static mesh etc.
    Last edited by Tirido; 04-02-2018, 03:18 PM.
    Scanned Poplar/Aspen Forest with Seasons
    http://www.tirido.com

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      #17
      Hi Tirido, thanks for the reply!
      I have no idea how to fix this warning. Some people think it's just a warning and should be ignored. I tried various lightmaps and shadow settings, the warning still exists. I made the scene with only 3 grass meshes as Instanced meshes, and tried various settings - attached screens.
      Static meshes:
      SM_grass_a_b_c_d_group
      SM_grass_a_b
      SM_grass_a_b_spring
      Screens:
       
      Spoiler
      Last edited by Oleg_Kolyada; 04-03-2018, 06:54 AM.

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        #18
        Unfortunatelly, there is nothing you can do about this warning. Unreal calculates foliage paint lightmaps for just LOD0, so other LODs of the meshes uses LOD0's lightmaps and they don't match for other LODs of course and this creates artifacts. But in my tests there were small artifacts, not like your screenshot. In your screenshots all grasses are dark. That's also strange. Maybe you can force these meshes to have just LOD0 from static mesh editor.

        By the way, is there a particular reason why you want to use lightmaps? Actually, for nature scenes, it's better to have dynamic lighting. LPV and distance field AO would give good results.
        Scanned Poplar/Aspen Forest with Seasons
        http://www.tirido.com

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          #19
          Tirido, I'm not very experienced in lighting, could you please give me some instructions or maybe links to some tutorials for foliage lighting setting?
          Thank you!

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            #20
            Originally posted by Oleg_Kolyada View Post
            Tirido, I'm not very experienced in lighting, could you please give me some instructions or maybe links to some tutorials for foliage lighting setting?
            Thank you!
            Sample scenes are set to use Light Propagation Volumes (LPV). This will simulate bounce lighting. But you need to enable it manually first.
            https://docs.unrealengine.com/en-us/...agationVolumes

            Also you can use Distance Field Ambient Occlusion (DFAO).
            https://docs.unrealengine.com/en-us/...bientOcclusion

            This is a good, quick overview video about DFAO:
            https://www.youtube.com/watch?v=vef_ZPLhjt8
            Scanned Poplar/Aspen Forest with Seasons
            http://www.tirido.com

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              #21
              Thanks Tirido, the problem is solved! It worked perfectly!

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                #22
                Originally posted by Oleg_Kolyada View Post
                Thanks Tirido, the problem is solved! It worked perfectly!
                You're welcome, happy to hear it's solved
                Scanned Poplar/Aspen Forest with Seasons
                http://www.tirido.com

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                  #23
                  Oh my god this asset is amazing, I didnĀ“t even realize there were LOD on the model until I saw a model where the shaders were still loading and it got more obvious. The LOD blend so well I really like it
                  My first Asset: Physics Collision Sound

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                    #24
                    one question, where do I turn off tesselation on the first lod? or do I have to remove the first LOD entirely? Need it for a VR project
                    My first Asset: Physics Collision Sound

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