Hi Everyone,
I have a problem with a workflow I'm trying to lock down for lots of luscious grass in UDK.
Here's my grass before I build lighting:
Here's my grass after I build lighting
I've tried everything I can think off, but can seem to figure out how to exclude the grass foliage instances from having the static lighting applied to them...
Any suggestions?
Replies
Did you try excluding the grass from the static lighting channel?
another thing you could try is to give the grass a shader which replaces the standard lighting model with something that uses the world up vector instead of the normals.
or you could hand edit the normals. Like you would for a tree.
That's something I've been told recently. Not sure if that's your issue, but can't hurt to give it a try!
Sprunghunt, I can see lighting channels in the properties of a static mesh instance when I drag it into the viewport, but when I use the foliage to paint my grass mesh there is only the foliage actor in the scene and the static mesh in the content browser neither of which have any reference to lighting channels in their properties. Is there some other location where you can control the relationship between foliage meshes and lighting channels that I just don' know about?
Jessica, I'm using Blender 3D, but it should be no problem to adjust the normals. I get the feeling your suggestion is going to be the one that solves my problem but I won't be able to test it until I get home tonight after work - and I'll be fidgeting impatiently all day waiting for work to finish so I can see
Trying a different approach:
- 1.0 into transmission mask
- hook texture up to emissive as well...
Seems to be doing the trick, won't know for sure until I get home and test on my large landscape scene (work puter has no SM3 card).
Just set the light map resolution inside the static mesh to zero
Now I got nice lit grass - it even sinks into the ground in the distance.
I'm doing a series of video tutes covering all this, but I might talk about them in a new thread.