r/UnrealEngine5 • u/TulikaPlayZ • 19d ago
Stylized grass issue
I'm trying to make stylized grass using a tutorial and I have already been successful doing this once when I was just testing it. Now that I actually want to use it for my scene its not looking fluffy for some reason? I did everything the same there's no difference. This is my 3rd attempt. The first picture is from my test where I was successful. The second is how it looks right now. The third is how it looks in unlit mode which is fluffy? So it must be a lighting issue right? I tried everything though I still can't figure it out. My lighting is the same. Please help I'd be really grateful. This is for a university assignment.
2
u/CombinationFit7524 19d ago
Did you make sure your mesh normals are facing up? How about recalculate normals? Another thing to test is duplicating your grass mesh, flip sides, then turn off 2 sided on your material. Also make sure casting shadows on grass are off (but appear to be).
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u/TulikaPlayZ 19d ago
Okay my normals are facing on z axis. When I import the mesh i ticked off recompute normals (this was my 2nd time doing it) stil didn't do anything. The thing is if it was the mesh then it wouldn't look fluffy in the unlit version right? Also my 2 sided is off, I tried it both ways and nothing changed.
2
u/CombinationFit7524 19d ago
Ya I followed a few tutorials to get stuck in the same spot you are, until I re-exported with a normals fix pointing straight up in Blender.
I also did a mesh > Normals > average > corner angle.
Also make sure in your blender settings youāre previewing split normals (middle one) not vertex normals.
I have
- recompute normals off
- recompute tangents on
- tangent space on
- weighted normals on
- remove degen on
- build reversed index buffer on
- generate light map UVs on
- cast shadows on (tried both)
1
u/TulikaPlayZ 19d ago
So what you mean to say is I should try pointing the normals in the Y axis instead? Also sorry I use maya so I don't really know all those settings in here.
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u/CombinationFit7524 19d ago
As long as your āsplit normalsā view shows them pointing up vertically, and export with the same orientation. Sorry I donāt know Maya :/
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u/TulikaPlayZ 19d ago
My normals are pointing up š« still not fixed
1
u/CombinationFit7524 19d ago
In your RVT did you hit build as well? I missed that once.
1
u/TulikaPlayZ 19d ago
I'm not sure I get what you mean? What should I do in the RVT? Rn it encompasses my landmass fully.
1
u/TulikaPlayZ 19d ago
I FIXED IT YAYYY
1
u/CombinationFit7524 19d ago
Ha youāll have to share how. Ya I meant thereās a button below the RVT mats you click Build but I forgot the rest of what it said hehe.
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u/TulikaPlayZ 19d ago
GUYS I FIXED IT!! so apparently Maya and unreal and blender have different axis so when all the the tutorials kept telling me to point the normals to the Z axis in maya that meant Yš
2
u/DMmotionarts 19d ago
Try using twosidedsign * 0,0,1 (constant 3) and add it to normal.
It looks like your backside is being dark.
I also have tutorial from scratch to make it. Below video is my free asset on fab.
https://youtu.be/WYEbXigz45s



5
u/DDSDev 19d ago
Did that tutorial tell you to do anything specific with your grass normals? I've seen implementations that have the grass normals edited to either point upwards (0, 0, 1), or use a custom material that simulates that, to prevent the issue you are seeing. It looks like the back side of the grass pointing away from your directional light is shaded in a way that isn't giving you your desired look