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SpeedTree for Unity

Discussion in 'Assets and Asset Store' started by Dannyoakes, Jul 12, 2016.

  1. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,249

    Yes, exact same problem (SpeedTree 8 models). The textures are not mapped correctly on almost all of my models in the "Temperate Deciduous Forest Pack" I purchased. They are stretched on certain sections of the trunk and branches for multiple models.

    If I change all the texture import settings to "repeat" instead of "clamped" it helps a bit, but still pretty much unusable in a real game. This is a glaring mistake/issue!

    I hope someone from SpeedTree sees this and can fix it.

    SpeedTree8TextureProblem1.jpg
     
    Last edited: May 15, 2019
  2. Velo222

    Velo222

    Joined:
    Apr 29, 2012
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    Also, does anyone know how to set the tiling for the materials with SpeedTree 8? It seems to not allow it, am I doing something wrong or can you just not adjust the normal map tiling etc.... with SpeedTree 8? That would be a huge restriction.

    I'm currently using Unity 2018.3.12f1.

    SpeedTree8MaterialOptions1.jpg

    I see no options to adjust the tiling for the texture or the normal map.
     
    Last edited: May 15, 2019
  3. Goodgulf

    Goodgulf

    Joined:
    Jan 12, 2016
    Posts:
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    Hi Velo222, that's indeed the reply they gave me on the Speedtree forum. No comments on the Birch issue I posted there though and my question whether the Unity package will be updated remains unanswered so far.

     
  4. Velo222

    Velo222

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    Hmm that is interesting. They seem to be really slow now with any sort of communication, which is unfortunate.

    Putting all of the texture sets for each tree on "repeat" does help a bit. And so does resizing all of the textures to 4096 (up from the default 2048 I think). However the tree textures, up close, remain VERY blurry. I mean it looks really bad up close.

    On top of this, I still see no way to try to fix the normal map tiling on the trees, or to be able to add any sort of detail to them. So now I have no way of trying to "fix" the blurriness up close. I'm just wondering what is causing it.
     
    Goodgulf likes this.
  5. Velo222

    Velo222

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    Are you using the HD Render Pipeline in your photos, or standard Unity? Just curious. The pics look awesome :)
     
  6. Rowlan

    Rowlan

    Joined:
    Aug 4, 2016
    Posts:
    781
    Thank you :) The one with the bent tree is Standard. The one with the Raccoon is HDRP.
     
    Velo222 likes this.
  7. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    4,567
    The unattractive foliage transparency and speckle can be solved by adjusting the alpha cutoff. Unfortunately, the SpeedTree shaders don't allow this. Switching to other shaders that do allow this (that are double sided) for the foliage solves it quite nicely, as long as you adjust the cutoff value for each separate LOD.

    I believe the SpeedTree8 shader would be the best solution, if they would simply allow us to adjust the cutoff for each LOD.
     
  8. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    173
    Does some has the experience if the vegetation studio pro 8 shaders for speedtree 8 solve the problem with clamp and alpha?

    Far from that i hope it is possible to deliver some shaders with the speedtree 8 packages who work in BuiltIn RP.

    tested
    Temperate Coniferous Forest Pack (v8)
    and
    Temperate Deciduous Forest Pack(v8)
     
    Last edited: May 20, 2019
  9. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    173
    I tried 20min to do a post in the speedtree suport forum.
    I gave up.