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impue4st9 [2021/04/27 16:38] – 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 |
- | The importer for the ST9 format is a little different from the ST format in that it uses the idea of a [[#materials|master material]] that is used as the parent material for all the material instances made at import. This makes it easy for you to change one material | + | ^ **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:// | ||
- | [[# | + | =====Differences between |
- | 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 | + | The importer for the .st9 format is a little different from the .st format in that it uses the idea of a [[#materials|master material]] that is used as the parent material for all the material instances |
+ | [[# | ||
- | =====Pipeline | + | 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. |
- | 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]] and tuning the wind effects, if necessary. For the ST9 format, be sure to set the wind strength to approximately what you want within UE4, as that will be used as the basis for the wind parameters set on the [[# | ||
- | If this is the first time exporting | + | =====Pipeline |
- | On import, material instances will be created for all of the [[# | + | 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 |
+ | > **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. | ||
- | The wind strength | + | However, editing in the Modeler does offer some benefits. |
+ | =====LOD===== | ||
+ | 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. | ||
- | + | All smooth | |
- | + | ||
- | =====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. | + | |
=====Materials===== | =====Materials===== | ||
- | The SpeedTree | + | The materials created by the .st9 importer |
- | + | ||
- | 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 | + | |
- | + | ||
- | There are several options | + | |
- | Billboard | + | If you wish to edit SpeedTree |