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+ | ====== Importing Models into UE4 ====== | ||
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+ | **NOTICE: These instructions are applicable for Unreal Engine 4.19.2. SpeedTree will not work with earlier versions of UE4.** | ||
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+ | When you save a model in the UE4 version of the Modeler (or use the compiler for custom licensees) you should have an " | ||
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+ | Import the .st file as you would any other asset. | ||
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+ | Several options are presented during the import process. First is the choice between 3D geometry, billboards, or both. If a tree will only be used close-up, it is a “hero” tree, or you otherwise have trouble with the billboard as the lowest LOD (as is sometimes the case with dynamic shadows falling on the flat billboard geometry), you can choose to ignore the billboard mesh. Or, if a tree will only be used far away and you want to save loading the 3D geometry, you can only import the billboard. Just importing the billboard mesh also creates a static mesh that can be used with UE4's foliage layers. | ||
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+ | In the import dialog, you can also choose to include detail, specular, and branch seam blending in the materials used on the 3D tree. You can also add vertex processing to the materials, which puts a special SpeedTree node into the material that can handle wind, billboarding, | ||
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+ | Finally, you can import any collision primitives that were set up in the SpeedTree Modeler into collision information on the new SpeedTree mesh. | ||
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+ | Once the import process is complete you should have the following new assets (pictured below): | ||
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+ | * A static mesh that represents your model. | ||
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+ | * Texture assets for each atlas, billboard atlas, and tiling texture map on your model. | ||
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+ | * Material assets for each component (draw call) of the model. | ||
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+ | The materials are of particular importance. | ||
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+ | The SpeedTree node connected to "World Position Offset" | ||
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+ | * **Geometry Type**. | ||
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+ | * **Wind Type**. | ||
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+ | * **LOD Type**. | ||
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+ | * **Billboard Threshold**. | ||
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+ | The " | ||
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