Some of my branches are rendering almost completely black.
I used production quality build. 4 res lightmaps.
I've tried editing the vertex normal as per this link.
http://www.polycount.com/forum/showthread.php?t=125920
But that seemed to look worse.
I believe we should not have to edit custom vertex normals in UE4 due to the PBR system and all?
Please see examples.
Any feedback would be great!
Thanks
Replies
This is after baking the lighting. I am using the stock lighting set up found in the Third Person template.
I am using the new 2 sided foliage shader built into UE4.
I'm not sure how to unbake lighting to check how it looks that way?
Thanks for your help.
I'm so close to getting my trees looking the way I want! All I need to do is get all the Alpha cards lighting correctly.
Any suggestions?
When I just drop the mesh in it looks uniformly lit as per my vertex normals.
Maybe try this?
Also I thought i might mention this as well, but i think it unlikely because it looks fine before the light bake but could it be your normals?
WIKI
But there is still something wrong with the Shader or Vertex normals.
I'll attach pics of both.
It looks like the Shader is getting confused as to which polygons are facing the light and which polygons are not, as you can see in the pic. The subsurface color is showing on polygons facing the sun and polygons facing away, which is wrong. As far as I know the new foliage shader is only supposed to have the subsurface color showing on the backside of the texure.
Material network attached.
Any help would be greatly appreciated. Thanks
Fwap: I will try to test adding Emission Color to the shader and see if that lightens it up a bit.
alternatively, make your material one sided and duplicate and flip all your geometry :poly142:
One question though: Should this have to be done even using the new Foliage Shading Model that was released?
The only issue now is the Subsurface color appears to be affect by adding the two sided node. It's still coming through however the color is different.
I'll attach pics.
Should I be assigning the Twosidedsign node to other channels as well? Or just the normal?
Thanks again Ram.