Hia! So I'm trying to wrap my head around SpeedTree in Unreal 4 and I'm having some lighting issues - which I'm guessing are somewhat related to normals? I've previously created trees in Maya successfully - but I'm getting some strange, ugly shadows in my new SpeedTree ones.
Here's an image with the bad lighting. In the foreground of the UE4 shots is my new tree, and in the background you can see my Maya trees that look much smoother overall.
I've tried messing with the normal settings under "Lighting" in SpeedTree but all varieties of the settings seem to do little.
Thanks!
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Replies
- In Speedtree, click the lightsource at the top right of the viewport.
- Then to the left you have an ambient setting, pull that down to something much lower, and you're going to get a sense of how it'll look in your scene currently.
So you're options would be:
- Create plane-alphas that are not as dense as yours, casting less dense shadows.
- Manually control the ambient for the scene, making it brighter
- Make the leaves more translucent
Usually it's a mix of these that fixes some of the issues.
Also in SpeedTree you can adjust how the normals are generated and this will change how the shading looks like. Select the leaves and go to lighting tab.
Dense leaf cards are good, for performance. Foliage is still difficult to do even for high end computers. Take a look at overdraw visualization mode in Unreal Engine. If you have lots of white and bright red, you are in trouble. And that is what you will get if not using dense leaf cards. Of course they are usually not good for the visual side of things, but that's what we have to deal with in real time rendering.
My rocks and such really get a lot from the skylight shadows, but the trees look far better without it. Hard decision!