a.ershov Posted October 7, 2013 Share Posted October 7, 2013 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. Link to comment
frustum Posted October 7, 2013 Share Posted October 7, 2013 Please change the material (mesh_leaf_base) state (Materials/States/Leaves) to Billboard. Link to comment
a.ershov Posted October 7, 2013 Author Share Posted October 7, 2013 Tried to change it, nothing has changed Link to comment
frustum Posted October 7, 2013 Share Posted October 7, 2013 I think you have some content related problems. Second UV set should contain expanding information for leaf cards. Check our models imported from SpeedTree. Do you have Unigine SpeedTree import plugin? speedtree.zip Link to comment
a.ershov Posted October 7, 2013 Author Share Posted October 7, 2013 No I don't, I reimport tree from 3ds max with divided surfaces. Where I can get it? Don't find it in SDK... I use materials on my tree from SDK demo scene and billboards still don't working. Only diffuse with alpha channel not enough for correct billboards work ? p.s. problem with the animation I just decided it was too high stem noise & stem offset parametres. Link to comment
a.ershov Posted October 8, 2013 Author Share Posted October 8, 2013 Both problems solved. It was incorrect 2nd UV channel. Link to comment
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