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Found 5 results

  1. Impostors problem

    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.
  2. CloudLayer flickers through trees

    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
  3. 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
  4. [SOLVED] Problem with speedtree

    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.
  5. Tree Materials

    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