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Showing results for tags 'tree'.
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I've created impostors for grass and everything went ok but when i'm trying to create impostors for trees it gives me really strange result. I'm using trees from Vegetation pack. I attached the setting that I use to create impostors but changing them didn't help.
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Hello, The cloud layers flickers through the trees (WorldClutter). The effect is extremely painful on the eye :( To be more precise : the cloud layer does NOT overlap the trees vertically. The clouds are much higher, but we can see them behind the trees. The flickering appears like a thousand small white dots randomly jittering. Any workaround/tweaking I can do? Thanks
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[SOLVED] City Import : populated objects positioning
vasu.policherlla posted a topic in Content Creation
Hello, As i am trying to populate building through "city import plugin", how can i define the building orientation in engine as i populated in max or maya. and should i take the "single poly" mesh seperately for each and every building, or combined mesh. Regards- 9 replies
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- City Import
- population
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I started using spidtree to create a trees for our 3d scene and ran into a problem. After export into obj I import trees into 3ds max and divide polygons into independent meshes based on material ids, that will be a different surfaces with its material in one mesh in unigine. After import in unigine and set materials I have 2 problems: billboards dont work in meshleaf materials, foliage remains static. When I enable foliage animation in material editor, foliage detached from tree and fly near it. I try to use materials from demos with trees, result don't change.
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There seems to be some runtime issues with tree materials. There has been a work-around discovered but we would like clarifications on the intended proper use of the materials at runtime. Here is the problem: I have found that editing material parameters does not always work as expected. For example, I wrote some script that essentially, using engine.materials obtained a reference to the “mesh_stem_base” material and traversed the material hierarchy obtaining all children of this material. Directly after the world is loaded, I then set the “animation_stem_radius” and “animation_stem_scale” to 0.0 on all Material objects that are children of “mesh_stem_base”. When I move my Player to where a tree is, the stems are still moving ie the default values for those materials are applied (when the tree is first streamed in). If I then update the “animation_stem_scale” and “animation_stem_radius” to some new value, the stem movement of the tree reflects the new material settings. And if I then reduce the value back to 0.0, the stems stop moving. It appears that any material modifications are only applied when the tree is streamed in and a surface that uses the modified Material is visible? I have subsequently started using engine.render.setAnimationStem and this seems to resolve the problem but I’m concerned that this is a general problem when editing Material parameters on the fly programmatically. Also: Additionally I have found that with certain vegetation, whilst setting engine.render.setAnimationStem and engine.render.setAnimationLeaf to 0, the shadows for the leaves are still moving and the leaves still shimmer like they’re moving, despite the fact that the leaves clearly aren’t moving. I noticed this behaviour on the “vegetation_birch1” tree in particular. Cheers, Dave