meta data for this page
  •  

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
impue4 [2021/03/16 17:10] croftimpue4 [2022/03/09 17:17] (current) croft
Line 1: Line 1:
-====== Importing into UnrealEngine4 (Legacy) ======+====== Importing into Unreal Engine (Legacy) ======
  
-SpeedTrees are supported in the [[https://www.unrealengine.com/|UnrealEngine4 (UE4) game engine]]. The .ST files exported by SpeedTree 9 can be imported with Unreal Engine 4.19.2 or later.+SpeedTrees are supported in the [[https://www.unrealengine.com/|Unreal Engine game engine]]. The .ST files exported by SpeedTree 9 can be imported with Unreal Engine 4.19.2 or later.
  
  
  
-=====Pipeline to UE4=====+=====Pipeline to UE4/UE5=====
  
-Before exporting a tree for UE4, be sure that your tree is set up for real-time use by using [[kcgameslod|LOD]]. Also ensure that wind is correctly set for UE4 by setting the fan to [[windlegacy|Legacy UE4/Unity mode]] and tuning the wind effects, if necessary.+Before exporting a tree for UnrealEngine, be sure that your tree is set up for real-time use by using [[kcgameslod|LOD]]. Also ensure that wind is correctly set for UnrealEngine by setting the fan to [[windlegacy|Legacy UE4/Unity mode]] and tuning the wind effects, if necessary.
  
-If this is the first time exporting to UE4, be sure to pick one of the UE4 presets in the [[expgame|export mesh dialog]], to ensure all the export settings are correct for UE4. Export an .ST file to disk, then switch to UnrealEd and import the ST file there. The mesh and all textures should be found and imported into your UE4 project assets.+If this is the first time exporting to UE, be sure to pick one of the UE4 presets in the [[expgame|export mesh dialog]], to ensure all the export settings are correct for UE. Export an .ST file to disk, then switch to UnrealEd and import the ST file there. The mesh and all textures should be found and imported into your UE4 project assets.
  
 {{ ::ue4importer.png?direct&200|}} {{ ::ue4importer.png?direct&200|}}
-On import in UE4, you will be presented with a few options, such as whether to include the [[collision_object|collision objects]] you have placed in the tree. The "LOD Setup" option allows you to select whether you wish to use SpeedTree-style LOD (with growing/shrinking geometry) on a static mesh actor, or UE4's crossfaded LOD which will also work on painted foliage. +On import in UE, you will be presented with a few options, such as whether to include the [[collision_object|collision objects]] you have placed in the tree. The "LOD Setup" option allows you to select whether you wish to use SpeedTree-style LOD (with growing/shrinking geometry) on a static mesh actor, or UE4's crossfaded LOD which will also work on painted foliage. 
  
 It is recommended that you allow the importer to create materials for you, and tick the "Include Vertex Processing" option. This will create the materials for you and place the SpeedTree node into them with the correct settings for each draw call (based on the wind type and geometry type). It is recommended that you allow the importer to create materials for you, and tick the "Include Vertex Processing" option. This will create the materials for you and place the SpeedTree node into them with the correct settings for each draw call (based on the wind type and geometry type).
Line 41: Line 41:
 =====Materials===== =====Materials=====
  
-The materials created after import can be edited as much as you wish. The materials created by the importer get the basics in place but can be improved and tailored to suit your scenes.+{{ ::ue4material.png?direct&200|}}
  
-{{ ::ue4_material.jpg?400&direct|}} +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 node connected to WorldPositionOffest is the only SpeedTree-specific component. If you disconnect it everything rendered with that material will be identical to a static mesh. With it connected you will get SpeedTree wind, camera-facing geometry, and smooth LOD transitions+
  
-There are several options available on the SpeedTree node:+The SpeedTree node connected to WorldPositionOffest is the only SpeedTree-specific component in the material. If you disconnect it, everything rendered with that material will be identical to a static mesh. With it connected you will get SpeedTree wind, camera-facing geometry, and smooth LOD transitions. 
  
-  * **Geometry Type**.  This setting controls what type of geometry is rendered and is set automatically.  This value rarely needs to be edited.+There are several options available on the SpeedTree node.
  
-  * **Wind Type**.  This property controls the complexity/quality of the wind shader applied to the material.  This value matches what you set in the Modeler on import.  If vertex processing performance is an issue, this is a good way to reduce the vertex overhead on SpeedTree objects quickly. +<WRAP clear></WRAP>
- +
-  * **LOD Type**.  Use this to control whether SpeedTree models smoothly transition between LOD states or pop between them like standard static meshes. +
- +
-  * **Billboard Threshold**.  Billboards are modeled as a cluster of planes, each with a different billboard image applied.  Use this property to control how quickly each plane disappears based on its viewing angle.+
  
 +| 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/quality of the wind shader applied to the material. This value matches what you set in the Modeler. To optimize rendering, this value can always be dropped down from where it was when imported. If you wish to go up in quality, you will need to go back to the Modeler to re-tune that higher wind effect before exporting and re-importing.|
 +| 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 effects on a tree, such as from explosions or player interactions, you can provide a Vector3 input giving the unnormalized direction you wish the tree to bend. It uses the same info about the tree as the shared/global bending to achieve this additional direction. |
  
-The "SpeedTree Color Variation" node (also pictured below) adds color variation to the material based on the model's position/orientation.  Use this to add subtle color change effects without adding multiple tree models. 
  
 +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.