You can also add vertex processing to the materials, which puts a special SpeedTree node into the material that can handle wind, billboarding, and other effects computed per-vertex on the tree.įinally, you can import any collision primitives that were set up in the SpeedTree Modeler into collision information on the new SpeedTree mesh. In the import dialog, you can also choose to include detail, specular, and branch seam blending in the materials used on the 3D tree. Just importing the billboard mesh also creates a Static Mesh that can be used with UE4's foliage layers. Or, if a tree will only be used far away and you want to save loading the 3D geometry, you can only import the billboard. If a tree will only be used close-up, it is a "hero" tree, or you otherwise have trouble with the billboard as the lowest LOD (as is sometimes the case with dynamic shadows falling on the flat billboard geometry), you can choose to ignore the billboard mesh. First is the choice between 3D geometry, billboards, or both. You have a number of options during import that are presented to you in the import dialog. You may want to make a folder for your model to keep the resulting assets organized as pictured below. The SpeedTree model will be imported into a normal Static Mesh object. This is the file you will import into the UE4 Editor. When you save a model in the UE4 version of the Modeler (or use the compiler for custom licensees), you should have a.
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