Hi.
Is there any way to convert instanced meshes placed via the UDK foliage tool, to normal, moveable static meshes?
Also, the meshes placed by the foliage tool have all kinds of shadowing issues after building lights. Is there a way to fix this?
Thanks
Replies
What kind of shadowing issues do you have?
As for the rocks, what does your lightmap UV layout look like (as well as lightmap res)?
1. yeah that's exaclty whats happening. I'm using light maps on all foliage. The average resolution is 128
2. the lightmap UV layout is the same as the texture map, with plenty of space between shells. It is only happening on the instances I shrunk, using the inbuilt setting in foliage tool.
thanks again
I guess it's worth a shot if you want. Lightmaps drive me crazy.
I didn't use the phong lighting for my foliage like in the 3d motive tute. I found it wasn't as good with transmission for what I wanted.
It's only really happening on a few plants I'm just going to deal with it I think. Maybe play with the normal directions and lightmaps and see what happens. I read somewhere it's an issue with July build of UDK. May was bugged for foliage too. I think I might find an engine without this lightmap/bake business.......
Thanks
I'm having this issue, and I've tried what you've mentioned with the sizing used in the foliage tool, however that did not help.
If I don't build the lighting the grass looks fine, but of course, that's not practical:
Once I have built the lighting in UDK, the shading goes extreme. So much black! Although, I'm still learning about lightmaps/normals. On this mesh, for the grass, that was used with the foliage tool in the screenshot below, all I have on my materials is a Diffuse UV map. So I guess that's my problem?:
What I'd really like is for the grass to have no shading at all, but I don't know how to do this with UDK... or if it's an issue with my mesh itself/uv mapping or lack there of?
I've been looking through a few games and how they've done their grass, and a couple that I enjoy don't allow it to give off shadows at all. The games of which I speak of are being run on my PC at their highest graphics setting: simply no shadows applied.
I don't have a lightmap for this mesh, wasn't sure if it were needed since it's just grass. All I have is a diffuse on my material.
When I don't rebuild the lighting:
When I do rebuild the lighting:
I would prefer my grass to have no shadows at all, let alone how extremely black it becomes once I've rebuilt the lighting in UDK.
If I don't use the foliage brush to paint the grass onto my environment, then I don't have this issue..
But placing the grass as an individual static mesh repeatedly is not very practical.
I've also tried increasing the min-max size in my foliage tool, no difference for me.