Currently i am putting large scale trees as dynamic shadows, small trees and bushes baked shadows and ground cover no shadows? (Is this a decent setup that will run properly on a medium-high core PC with fairly large scale levels?)
Tangent Space Normals: This settings seems to affect vegetation immensely and i almost always turn it off now since i get better results if so, but is this ok? or is there a way to still have tangent space normal’s and get a good looking tree?
I am currently about to evaluate Speedtree for UE4 and was curious if it would make alot of issues i have easier? (Materials, Material importing/setup, importing, Shading? etc)
Masked VS Translucency: I realize trans is quite expensive but is there ever a moment where some veg assets look better or can be used this way?
**Materials:
-Just posting some of the materials that are being used by the above foliage to see if i am on the right track or if you have any suggestions?
thank you for the quick reply. Is this something that is on a list for the future? It would be so nice for vegetation to at least receive shadows since it looks so odd.
What would you suggest i do in the mean time? Duplicate the veg and make a darker version to put in shaded areas? Turn on dynamic shadows in certain heavily veg placed shaded areas?
Also any suggestions on my best practice or materials section from above, i feel like i am learning it quickly and its starting to look decent but i don’t know if what i doing is correct or at least on the right path.
again i appreciate your quick and helpful reply’s!
Oops! Meant to answer that part too and forgot! :\
Either of these methods could work for you. If you’re not releasing anything soon then I would suggest possibly using dynamic shadowing for those meshes. If you’re releasing sooner then using a darker version may be the best alternative.
Performance wise, if there aren’t a lot of these meshes in a confined area you’ll be okay with dynamic. If you’ve got a lot you will probably see more of a FPS hit since these meshes are casting shadows.
If you want to test the performance, setup a simple scene to test one with dynamic and one with the darker version. Granted the darker version could be a simple material instance.
Let me know if you’re having trouble or need any more clarification.