You could use a particle for that. It would be way more efficient. Or a shader that turns them towards the camera. Its possible even with multiple planes treated as one mesh. There are a few tutorials for that on the internet. But I'm not sure why would anyone want camerafacing planes in 2020 especially for expensive.…
Great write up, awesome tutorial thanks for posting! One other thing that helps too is baking in some AO into the vertex colors and pump that into the Ambient Occlusion in unreal. This really helps the model self shadow and it can be almost impossible to do AO the standard route with texture map when so many separate leaf…
Hey people. Recently I started working on a small stylized meadow scene, inspired by the beautiful work of Helder Pinto, called Europa. It has a very painterly look, similar to BotW. I was able to achieve similar style / looking foliage in a fairly easy way and I thought I would share my experiences with you guys,…
Are your leafcards camera-facing? do you know if it's possible to have one model that has multiple billboard cards camera-face? rather than having to import separate objects into UE therefor having more drawcalls? currently my entire geometry camera faces at one central axis rather than the individual polygons axis'
Make the tip brighter so its visible even from this view. Make it having a gradient basically. Edit - I see it has some... Maybe try changing the falloff of it.
Obscura, Ended up selecting some verts in the middle of the tree and doing a green vert paint. Inverting it in material and plugging to AO slot. Looks fine now regardless of scale variation.
Obscura, One remaining issue is with scale variation the dot can't be centered on all instances anymore. But that has very good potential and already a good start for me to play around and improve the foliage lighting with this. Many thanks