Hi everyone! I'm very new to SpeedTree, but I thought I'd learn it for a personal project I'm working on in UE4. The title speaks for itself. When trying to export to UE4, I can't see any clear way to get the essential packed texture with AO, roughness and metallic information. I only get the color map, normal map, and a…
Thanks, Alex_J, but I've looked everywhere in those menus, and all I can find that makes sense is which color channel I want to assign a texture to. I cannot for the life of me find anything that resembles a menu or field where I specify which texture assigned to said channel goes to which material. They appear to just get…
Hello, if anybody in the future wants some customization in shi*tty and limited export setup from SpeedTree: You need to go {YOURS_SPEEDTREE_DIR}/texture_packing Then you can select Unreal's UE4.fx and UE4.xml and duplicate that (rename also to fit yours packaging method name). Open it in some code editor (e.g. VS Code or…
Oh, you're right! I've never seen it done like that. Just a little disappointed I can't use the AO map to create more variation in the material with it, like adding moss or dirt in little cracks, etc. Maybe things like that have to be done in SpeedTree itself. Seems the rest of the maps are indeed in there. Thanks!
Speetree is packing its textures in a way that can be read automatically by speedtree materials inside Unreal. Roughness/glossiness is in the alpha channel of the normal map. AO is baked into vertex color IIRC.
It's too bad I don't have a subscription to it at the moment. I might be renewing it soon in which case I can take a look. But I do remember messing with the way textures were packed before, so I think it is possible at least. I took a look at the speedtreee textures in my ue4 project and I'm not sure what you mean about…
First, ensure you have the textures assigned in the material bar: toolmaterialsassetsbar [SpeedTree Documentation] Second, check how they are being packed: expgame [SpeedTree Documentation] I don't have it installed right now so can only point to docs. IIRC, you need to manually generate the AO by clicking the AO button up…