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Smoothing groups - trees


at first: sorry for my bad English but I will try my best ;-)

I have got a Problem with importing trees into UE4, version 4.7.6. I really do not know why the trees are not shown like in my programs (f.e. plantfactory / speedtree).

I will show you my steps how to import the trees:

1) Importing (whatever importing options I choose, the result is always the same)

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2) After that I drop the tree into the Editor / to the landscape. Bark looks bad...

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3) I already read that the problem could be caused by the "smoothing Groups" and it could be solved with the Option by clicking "recompute normals" - but that does not work!

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Has anybody a solution for my problem? Would be nice!



p.s.: my system: i-7 (4,0 ghz), 32 gb RAM, 970 GTX

p.s.s.: wenn ihr auf deutsch antworten könnt, dann gerne :)

Product Version: UE 4.7
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asked Jun 29 '15 at 08:05 PM in Bug Reports

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avatar image AndrewHurley Jun 30 '15 at 02:55 PM

Hey Antitalent,

If you would like to you can provide me with the .FBX file and I can test the issue on my end. Grab your .FBX file and zip it into a folder and attach it here on the AnswerHub. If the file size is too large you can upload it to an external file sharing program like DropBox and provide me with the extension.


Andrew Hurley

avatar image Antitalent Jun 30 '15 at 07:14 PM

Hey Guys,

thanks for your help so far. I will send you the following link. That file is a ZIP and includes four trees (2 obj, 2 fbx). Maybe you can check out if you got the same problems like me.

Link to file: http://workupload.com/file/gbEgKaAZ

For Greg:

It is even the same problem if I download a tree from another plattform. Every tree looks like that. For me it seems to that the problem is not caused by speedtree or plantfactory. Your mentioned dialog does not appear if I export the file. So I do not know.

But I am really thanksful for your help!!!

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1 answer: sort voted first

It looks like you are importing an FBX file. If you made that mesh in the evaluation version of one of the SpeedTree VFX applications (Cinema, Studio, Architect), then it removes random polygons when you export. A dialog tells you this when you export.

The normal route to use SpeedTree in UE4 is to use the SpeedTree tools specifically for use with UE4, which outputs SRT files, not FBX: https://store.speedtree.com/product/speedtree-for-ue4/

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answered Jun 30 '15 at 04:55 PM

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Greg.Croft PARTNER
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