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Speedtree change uv position from generated content (for example caps)

mobpapst
polycounter lvl 4
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mobpapst polycounter lvl 4
Hi there,

if i've for example a generated trunk/branch/ structure with caps at the end and i've one self made atlas texture with bark, leaves and cap texture. It's possible to change the uv position of the caps that they get exactly on the uv space where my cap texture is?

If not i would be forced to do a single texture for the leave, caps etc.

Hope you can help me on that.

Cheers


Replies

  • Steppenwolf
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    Steppenwolf polycounter lvl 15
    Don't have a working speedtree license right now, so can't look it up but you can adjust uv positions and scale. However the workflow for your example is usualy the other way around. You use single textures and then when you export the tree you have the option in the speedtree UE4 compiler to create a single atlas from your textures, which includes the tree billboards aswell.
    So best and most flexible way to work with speedtree is with a library of different bark textures, leafs and caps. Let the program do the rest for you.
  • mobpapst
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    mobpapst polycounter lvl 4
    Ok thanks. then i go the other way: single textures and let speedtree make atlas ones. thanks mate
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