Jump to content


Photo

Speed trees dont look the same in game


Best Answer Kablammo11 , 29 October 2016 - 04:38 PM

Did you touch the Alpha Cutoff value? This kind of clipping appears on finer details when the alpha is set too high - but it should show the same in CF as in the game. This also looks as through one group of foliage has somehow been left out of the tree model and does not render. 

Your screen cap, which is almost too small to see anything on it (because Photobucket forces a size reduction, whereas imgur.com and others do not) shows that you are on LOD 1. To work with the tree from the range you need to click on the LOD 0 field. You can click on each to change settings. So click on LOD 0 and check out your alpha cutoff. Sorry, that's all I have.

Go to the full post


  • Please log in to reply
9 replies to this topic

#1 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 29 October 2016 - 04:24 PM

Have tried every LOD setting, adjusted colours etc etc, but just cannot get the look of my Speedtrees to show as nice as they look in unity in game, even when maxng out all the graphical settings in game, any suggestions?

 

 

inunity.jpg

ingame.jpg


OGT Simulator Tour Admin

 


#2 Jimbobh

Jimbobh

    Advanced Member

  • Members
  • PipPipPip
  • 539 posts
  • LocationMaine

Posted 29 October 2016 - 04:38 PM

Have you tried going to settings at: Edit/ project settings/ Quality. There are some adjustments you can make there.

 

kzP24h1.jpg

 

 


Gigabyte ga-z68x-ud3h-b3 Motherboard

Intel Core i5-2400 CPU@3.1GHz 3.70GHz

GeForce GTX 1050 Ti
16GB Ram   (2)G.Skill Ripjaws F3-10666L9S-8GBXL
Windows 7 Home Premium


#3 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 29 October 2016 - 04:38 PM   Best Answer

Did you touch the Alpha Cutoff value? This kind of clipping appears on finer details when the alpha is set too high - but it should show the same in CF as in the game. This also looks as through one group of foliage has somehow been left out of the tree model and does not render. 

Your screen cap, which is almost too small to see anything on it (because Photobucket forces a size reduction, whereas imgur.com and others do not) shows that you are on LOD 1. To work with the tree from the range you need to click on the LOD 0 field. You can click on each to change settings. So click on LOD 0 and check out your alpha cutoff. Sorry, that's all I have.


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#4 olazaboll

olazaboll

    Advanced Member

  • Members
  • PipPipPip
  • 559 posts

Posted 29 October 2016 - 04:43 PM

Have you tried both planting technigues ? 

1/ Dragging it into the scene from the Project

2/ Using the brush from the Inspector 

Reason I ask is that I noticed a change in colour of the leafs of the European Birch when using the both techs... I see that your problem above is bigger ... but maybe worth a try ?



#5 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 29 October 2016 - 06:32 PM

Alpha cutoff was the solution. Lowered it down all the way to 0 from 0.33 to check and trees appear fine. Now to work out what effects that has and get it set to the correct level.

 

Also thanks for the photobucket info, will move across to imgur.

 

Massive thanks as ever guys


OGT Simulator Tour Admin

 


#6 Armand

Armand

    Advanced Member

  • Members
  • PipPipPip
  • 1,387 posts
  • LocationCalgary

Posted 29 October 2016 - 08:47 PM

I can see you're talking about the tree/branches themselves and glad you have it sorted out.  To me however, the PG screen shot all looks poor, not just the tree in question (maybe the settings above impact the whole screen shot, I'm not sure).  It all looks washed out / too bright.  Maybe that is the lighting setting you have in PG and/or require for your simulator set up?  Anyway, just an observation on the PG screen shot.



#7 Mike Jones

Mike Jones

    Advanced Member

  • Administrators
  • 6,159 posts

Posted 29 October 2016 - 09:10 PM

I can see you're talking about the tree/branches themselves and glad you have it sorted out.  To me however, the PG screen shot all looks poor, not just the tree in question (maybe the settings above impact the whole screen shot, I'm not sure).  It all looks washed out / too bright.  Maybe that is the lighting setting you have in PG and/or require for your simulator set up?  Anyway, just an observation on the PG screen shot.

 

He has bloom enabled in the PG settings, it's an optional graphics setting which can be turned off depending on the players preference.



#8 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 29 October 2016 - 10:27 PM

Yeah the bloom was on as I quickly autod up to ultra high and set everything to max to ensure trees were being fully drawn and forgot to turn off the various other settings such as bloom, adaptive lighting etc

For those getting into the nuts and bolts of speedtree found this quite a handy resource

Shame I didn't read all the way to the very last sentence the first time I saw it as that must have been the problem due to a high alpha cutoff setting

http://docs.speedtre...dels_into_unity

OGT Simulator Tour Admin

 


#9 Mike Jones

Mike Jones

    Advanced Member

  • Administrators
  • 6,159 posts

Posted 30 October 2016 - 10:09 AM

Just to add, personally I like the bloom, you might have to adjust the brightness slider slightly when it's enabled to suit your eye.



#10 DPRoberts

DPRoberts

    Advanced Member

  • Members
  • PipPipPip
  • 1,610 posts

Posted 30 October 2016 - 04:42 PM

+1 on the bloom and vignette. Without it, all textures are evenly lit and gives the appearance of oversaturation and objects are too well defined... particularly, the trees. Nobody's vision is that good in real life.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users