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Speedtree lighting and Unity Tree tool


Best Answer NoPutt , 31 October 2016 - 09:14 PM

I didn't see any mention of unchecking the Random Tree Rotation in the Tree Tool

or did I miss it? Hey, I took a shot.

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#1 DPRoberts

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Posted 31 October 2016 - 07:48 PM

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.

SE0hpva.jpg

My issue is the variation I am seeing in game and in editor as below in using the Tree tool to paint trees about.
 

1kuyxqs.jpg

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.



#2 NoPutt

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Posted 31 October 2016 - 09:14 PM   Best Answer

I didn't see any mention of unchecking the Random Tree Rotation in the Tree Tool

or did I miss it? Hey, I took a shot.


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#3 Mike Jones

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Posted 31 October 2016 - 11:31 PM

The lighting is hitting the planes differently based on their orientation. I think you need to calculate the ambient occlusion in a different way inside the speedtree modeler. I can't exactly remember the settings to use but if you want the direct lighting to have less of an effect (which I think you do) you have to fiddle with those settings. 



#4 DPRoberts

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Posted 01 November 2016 - 12:39 AM

I didn't see any mention of unchecking the Random Tree Rotation in the Tree Tool
or did I miss it? Hey, I took a shot.

Holy s&&t! This worked. I cannot explain that in any way. Turn off random rotation and you can view the object from any position and the object planting is lighted beautifully. Turn random rotation back on and darkness every other planting. What the heck? Just goes to show, sometimes you gotta try the unexpected. Shaking my head in disbelief...the CF trees don't seem to carry this issue so I still think it's a ME thing but I'm going with what works for now...still not the best plan for trees
f0ggvVx.jpg

#5 Mike Jones

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Posted 01 November 2016 - 10:06 AM

Holy s&&t! This worked. I cannot explain that in any way. Turn off random rotation and you can view the object from any position and the object planting is lighted beautifully. Turn random rotation back on and darkness every other planting. What the heck? Just goes to show, sometimes you gotta try the unexpected. Shaking my head in disbelief...the CF trees don't seem to carry this issue so I still think it's a ME thing but I'm going with what works for now...still not the best plan for trees
f0ggvVx.jpg

 

Loving the sand texturing, just awesome.



#6 DPRoberts

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Posted 01 November 2016 - 11:25 AM

Thanks. With the vast waste areas I knew I needed something believable, it's been an evolution on normal maps and overlay painting of varying opacities.

#7 johnmeyer

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Posted 01 November 2016 - 11:53 AM

Yeah Im finding more and more the best way to "paint" the outer is to treat it like painting. Multiple layers of paint, varying opacities for each layer to get some really lovely blends and variation across an area.


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