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Implementing Smooth Lighting of Speedtree in Unreal Engine 5

satyakiMandal
polycounter lvl 6
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satyakiMandal polycounter lvl 6

I have a confusion about implementing Speedtree smooth lighting to Unreal. In general, I have seen that people multiply normal maps with TwoSidedSign node, so that the backfacing leaves doesnt flip the normal. It does achieve the smooth shading, but with some added problems :

  • It blows up the basecolor a lot, it almost creates white where light hits.
  • I have to tweak brightness, contrast and saturation to achieve something pleasing, but that makes the tree overly dark in the shadowy area. Also I feel Subsurface works better before TwoSidedSign multiplication.
  • The leaves have very bright reflection from back , which can be reduced with low specular values like 0.1 or less.
  • In general I have to tweak the material instance for each type of foliage to get pleasing result,

I feel I am missing something, I have asked this in some places but got no response, So I would really appreciate if someone can help me with this! it is really bugging me forever!

I tried to study the .ST9 material, and seemed to multiply the normal map with TwoSidedSign too.


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