Tracks Tree shading question...

Fearthefocus

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Aug 11, 2017
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Hey all. Been getting a little frustrated with Blender and SDK. I updated my trees in bender and they looked great. I then updated them to follow the KSTREE_GROUP naming. Now I'm getting weird shadow lines on the trees. I tried changing the norms to vertical on one tree but still getting the same shadows. Not sure what to do next...
 

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Johnr777

250RPM
Jun 25, 2017
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Hey all. Been getting a little frustrated with Blender and SDK. I updated my trees in bender and they looked great. I then updated them to follow the KSTREE_GROUP naming. Now I'm getting weird shadow lines on the trees. I tried changing the norms to vertical on one tree but still getting the same shadows. Not sure what to do next...
Pivot point / axis for each object has to be at the bottom. Also make sure vertices are all welded.
 

Ghoults

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Mar 30, 2009
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I could remember wrong but iirc the sdk just rotates the vertex normals by certain amount regardless where you have pointed them in blender. Yours are pointed upwards which means sdk basically turns some them upside down which creates a sharp blackness. Iirc you just leave the normals as they come out of blender with the default smooth shading. The tree shader with the help of the tree naming group in sdk then rotates the normals the way they look better.
 
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Johnr777

250RPM
Jun 25, 2017
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I could remember wrong but iirc the sdk just rotates the vertex normals by certain amount regardless where you have pointed them in blender. Yours are pointed upwards which means sdk basically turns some them upside down which creates a sharp blackness. Iirc you just leave the normals as they come out of blender with the default smooth shading. The tree shader with the help of the tree naming group in sdk then rotates the normals the way they look better.
Doesnt matter how they come out of blender, the name tag overrides normals, and will "sphere" them out of, again, the pivot point of the object. So it has to placed in the middle of the 3 planes, at the bottom. Trees shader is there for the "no self shadow" function.
 
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Mitja Bonca

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Sep 8, 2008
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Pivot point / axis for each object has to be at the bottom. Also make sure vertices are all welded.
I put pivot point at the center, or just a bit bellow it, but never at the bottom, tree is too dark, according to my practice.
Trees on your Mosport have pivot points at the bottom?
 
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Fearthefocus

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Aug 11, 2017
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This may be a stupid question but do I need to have all the vertices through the center merged? I basically remade the tree, duplicated the mesh for each side and merged the verts in the center and it worked. Should I have done this from the beginning? Have a feeling I'm going to have to remake a lot of trees...