I realize this is not a Speedtree forum. Being currently linked in some ways, I feel this is ok for the Q&A here. I wanted to start simple and work through basic issues on SpeedTree. I made a divided plane and textured with a diffuse, normal and specular map. Made a few iterations of it dance in a circle. It appears as below, 36 tris.
My issue is the variation I am seeing in game and in editor as below in using the Tree tool to paint trees about.
I have attempted many combinations/permutations of ticking and unticking - cast shadows, receive shadows, enable hue variation, adjusting hues and speculars to no avail. I have also attempted to dial down AO settings in the modeler and brighten my model as much as possible. Yes, I have been regenerating materials with each change. Because I feel the issue is randomly throughout, meaning singular models that should be receiving the same light appear differently and closely placed models do not effect each other similarly, I feel this is either a shader issue or hue variation issue. At one time, on my quest through learning about Unity, I crossed a YouTube video that showed issues with the tree object shaders not updating correctly unless clicking through a certain sequence of events. Of course, I cannot locate that at this time. I have tried regenerating materials and replacing the game object in the Unity Tree tool to force update with no luck, as well. The ONLY fix I have discovered is to hand place. What is up with the Unity Tree tool and its decision making process? I realize I can hand place but I am guessing I will then be forced to hand place all my SpeedyCreations which seems annoying (I lack the garynorman patience). Hoping I am missing something simple here. Any help is appreciated.