My point is what I see in this Horizon doc https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/gilbert_sanders_between_tech_and.pdf for example is looking like transferred normals from a kind of envelope shape. Easy to do in Blender for example or any 3d package . But in Speed tree I see nothing like…
I wonder how big games do it ? from Horizon Zero Dawn pdf . for example I have no problem to do it in any 3d package but we need it inside Speed tree editor to keep all the animation, lods etc. Is it possible there somehow ? We play with puffiness and it still does it kind of wrong.
Ok, maybe something changed in terms of naming or the way the tabs are organized, but it looks pretty similar to what it always was. There aren't that many variables so you really should be able to get a good result. Your normals seem pretty radial, maybe not perfectly radial, but they look ok in my opinion. Maybe you're…
I've seen several examples in unreal of how people edit the shader so that both sides of the card have the same normals. Here's one: Foliage Normals - UE4 Materials 101 - Episode 33 - YouTube
If I'm understanding this thread, you're using a custom engine with few shading features? I would suggest duplicating the backfaces explicitly, then projecting the normals in a sphere or dome shape. Some examples here. http://wiki.polycount.com/wiki/Foliage#Vertex_Normals This shows projected normals per the whole canopy…