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impue4st9 [2021/04/27 16:18] – croft | impue4st9 [2023/04/14 13:46] (current) – steph.jorgensen | ||
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- | ====== Importing into UnrealEngine4 | + | ====== Importing into Unreal Engine |
- | SpeedTrees are supported in the [[https:// | + | SpeedTrees are supported in the [[https:// |
- | =====Differences from ST===== | + | ===== Version compatibility |
- | =====Pipeline | + | ^ **SpeedTree Modeler version** ^ **Unreal Engine version** ^ **SpeedTree model file type** ^ |
+ | | 9.x | Unreal Engine 4.27 and later (1)(2) | .st9 | | ||
+ | |:::| Unreal Engine 4.19.2 and later | .st | | ||
+ | | 8.x | Unreal Engine 4.19.2 and later | .st | | ||
+ | | 7.x | Unreal Engine 4.3 to 4.19.1 | .srt | | ||
+ | <WRAP indent> **Notes:** </ | ||
+ | - As of Unreal Engine 5.1, SpeedTree .st9 files work with [[https:// | ||
+ | - In Unreal Engine 5.0, SpeedTree models work with [[https:// | ||
- | 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 [[windgames|Games mode]] | + | =====Differences between |
- | If this is the first time exporting to UE4, be sure to pick one of the UE4 presets | + | The importer for the .st9 format |
- | On import, material instances will be created for all of the [[# | + | [[# |
+ | |||
+ | However, there may be times when you would still want to use the [[impue4|legacy .st pipeline]] instead of the new pipeline. Since the wind is done wholly on the GPU, it is harder to change the frequencies of motion. For instance, if the wind strength changes dramatically at runtime, and you wish to have leaves flutter faster, this would be more difficult in the .st9 wind (and require some work in blueprint). But for most cases of steady wind strength, and even changing wind directions, .st9 should be an easier, faster, and more configurable method of rendering SpeedTrees in UE. | ||
+ | |||
+ | |||
+ | =====Pipeline to UE===== | ||
+ | |||
+ | Before exporting a tree for UE, be sure that your tree is set up for real-time use by using [[kcgameslod|LOD]]. Also ensure that wind is correctly set for UE by setting the fan to [[windgames|Games mode]] and tuning the wind effects, if necessary. For the .st9 format, be sure to set the wind strength to approximately what you want within UE, as that will be used as the basis for the wind parameters set on the [[# | ||
+ | |||
+ | If this is the first time exporting to UE, be sure to pick one of the Unreal Engine presets in the [[expgame|export mesh dialog]], to ensure all the export settings are correct for UE. Export an .st9 file to disk, then switch to UnrealEd and import the .st9 file there. The mesh and all textures should be found and imported into your UE project assets. | ||
+ | |||
+ | On import, material instances will be created for all of the [[# | ||
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{{: | {{: | ||
- | 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:// | + | 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></ | <WRAP clear></ | ||
=====Wind===== | =====Wind===== | ||
- | Wind behavior | + | With .st9, you can wholly tune the wind effects |
- | + | ||
- | + | ||
- | The wind strength used in UE4 is the same. | + | |
- | + | ||
+ | > **Note:** If editing in UE, be sure to change all of the material instances of a tree to the same values or you may have separation. | ||
+ | However, editing in the Modeler does offer some benefits. The values are scaled into meaningful ranges so you can more easily copy values from tree to tree (rather than work in real-world units in UE). Also, the Modeler has wind curves that are used in conjunction with wind strength so you can dial up and down the wind effects easily, while in UE you are tuning the singular wind effect used on the tree. The wind strength at export time is "baked in" to the wind curves to find the wind parameter values set on the material instances. | ||
=====LOD===== | =====LOD===== | ||
- | Your [[kcgameslod|LOD behavior]] is set in the SpeedTree Modeler, but you can adjust when the LOD changes occur inside of UE4. LOD transitions are based on screen space area, and these values can be edited in the static mesh editor associated with the SpeedTree model. Default values are chosen upon import that work for typical situations. | + | Your [[kcgameslod|LOD behavior]] is set in the SpeedTree Modeler, but you can adjust when the LOD changes occur inside of UE. LOD transitions are based on screen space area, and these values can be edited in the static mesh editor associated with the SpeedTree model. Default values are chosen upon import that work for typical situations. |
- | =====Materials===== | + | All smooth LOD transitions are done using UE's crossfaded LOD. |
- | 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. | + | =====Materials===== |
- | + | ||
- | 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. | + | |
- | + | ||
- | There are several options available on the SpeedTree node. | + | |
+ | The materials created by the .st9 importer are actually material instances based off of one of two " | ||
- | Billboard | + | If you wish to edit SpeedTree |