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impue4 [2020/03/31 10:24] – external edit 127.0.0.1 | impue4 [2022/03/09 17:17] (current) – croft | ||
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- | ====== Importing | + | ====== Importing into Unreal Engine (Legacy) |
- | **NOTICE: These instructions | + | SpeedTrees |
- | When you save a model in the UE4 version of the Modeler (or use the compiler for custom licensees) you should have an " | ||
- | Import the .st file as you would any other asset. | ||
- | {{ : | + | =====Pipeline to UE4/ |
- | Several options are presented during the import process. First is the choice between 3D geometry, billboards, or both. 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 | + | Before exporting |
- | In the import dialog, you can also choose | + | If this is the first time exporting |
- | Finally, you can import any collision | + | {{ :: |
+ | On import in UE, you will be presented with a few options, such as whether to include the [[collision_object|collision | ||
- | {{ : | + | It is recommended that you allow the importer to create materials for you, and tick the " |
+ | > | ||
- | Once the import process is complete you should have the following new assets (pictured below): | ||
- | * A static mesh that represents your model. | + | =====Placement===== |
- | * Texture assets for each atlas, billboard atlas, and tiling texture map on your model. | + | {{: |
+ | Once you've imported the model as an asset you can place it in your scenes like you would any other static mesh. Simply drag the asset and drop it in the scene to place a model. | ||
+ | <WRAP clear></ | ||
- | * Material assets for each component (draw call) of the model. | + | {{: |
+ | You can also paint the tree with a foliage layer. Drag the asset into foliage painting area and paint the SpeedTrees like any other static mesh. See [[https:// | ||
+ | <WRAP clear></ | ||
- | {{ :: | + | =====Wind===== |
- | The materials are of particular importance. It is important to note that **you are completely free to edit the materials generated by the importer**. | + | Wind behavior is tuned inside |
- | The SpeedTree node connected | + | > |
- | * **Geometry Type**. | + | =====LOD===== |
- | * **Wind Type**. | + | Your [[kcgameslod|LOD behavior]] is set in the SpeedTree |
- | * **LOD Type**. | + | =====Materials===== |
- | * **Billboard Threshold**. | + | {{ :: |
+ | The SpeedTree materials created by the importer get the basics in place but can be edited to improve and tailor them to suit your scenes. | ||
- | The "SpeedTree | + | The SpeedTree node connected |
+ | |||
+ | There are several options available | ||
+ | |||
+ | <WRAP clear>< | ||
+ | |||
+ | | Geometry Type|This setting controls what type of geometry is rendered and is set automatically by the importer. This value rarely needs to be edited.| | ||
+ | | Wind Type|This property controls the complexity/ | ||
+ | | LOD Type|Use this to control whether SpeedTree models smoothly transition between LOD states or pop between them like standard static meshes.| | ||
+ | | Billboard Threshold|This option is unused with ST files| | ||
+ | | ExtraBendWS|To achieve additional bending | ||
+ | |||
+ | |||
+ | Billboard materials contain a few extra material functions that remove non-camera-facing polygons from the billboard mesh and adjust the normals to avoid seams in the billboard mesh. These can be opened up for editing, as well. | ||
- | {{ :: | ||