Foliage issues - bug or no bug?
I reckon this is some bug, others reckon its my lack of skills / knowledge. Trees using planes with two sided materials do not handle foliage or subsurface shading very well.
At the moment the world normals are completely wrong and the ss is being projected onto faces where it should not be.
On the left is a two sided planes tree. On the right is a tree with no single planes where i had to mirror and flip all the branch faces.
As you can see the normal are all weird when using two sided faces. The difference in how SS is being distributed on the mesh is pretty obvious. I am using red for debug purposes. Red is the SS color.
So someone suggested i multiply the normal map with the two sided sign. The result is better... but still not up to scratch.
So i guess my question is... if this is a rendering bug or if i am missing something?
I looked at the trees in the landscape demo but they cannot be compared really because you have effectively faces that will always be seen from one angle. Where as in trees like mine... achieving geometry requires you to have flipped faces.
asked Mar 27 '15 at 07:35 AM in Rendering
One thing that I noticed when using the 'Two Sided Foliage' shading model when making foliage shaders, is to disable the 'Tangent Space Normals'. Also be sure to enable the check box 'Two Sided'.
Here is an example of how using Tangent Space Normals can change the way your overall foliage looks in game.
Fuzzy Shading as Subsurface
Here I am taking the 'FuzzyShadingGrass' node and passing it directly into the 'Subsurface Color' input.
Without Tangent Space Normals
Here is how I would like my grass to look.
With Tangent Space Normals
As you can see the model is significantly darker and looks different overall. Let me know if unchecking the Tangent Space Normals was a good suggestion for you, or if you are still having issues.
answered Mar 31 '15 at 02:26 PM
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