LushLOD Trees Support

Welcome to the support forum! If you are having any trouble with the trees, please be aware that LushLOD Trees is an early BETA product. There are still numerous glitches, and a lot of optimizations needed before these trees reach their full potential. In the mean time, I appreciate your patience!


Known Issues:


  • The trees have only been extensively tested on Windows platform.
  • The Post-Processor leaves a pixel-size distortion in the leaves.
  • Ultra quality isn't yet available for the TreeCreatorLeavesFast shader.
  • The billboards can sometimes cast real-time shadows on the HQ tree models.
  • The shaders use floats for everything, when lower-precision would sometimes work.
  • The shaders need lots of optimization (they were made in Shader Forge).
  • Billboard tree trunks don't always line up with HQ tree trunks on leaning trees.
  • Parent trees aren't always positioned in the most optimal locations.
  • The post processor performs more Blitz operations than may be necessary.
  • The post processor samples more pixels than may be necessary.
  • The trees do not always respond to real-time shadows from every source.
  • More documentation is needed.
  • No support for SM 2.0

You can help me make these trees truly awesome by posting any bugs or glitches that you find. Before you submit a new idea or bug, please run a search first to make sure that your issue hasn't already been addressed.


0

How do I bake shadows into my terrain?

thisisalexwalton 5 years ago updated 5 years ago 1

After running through the lightmap baking tutorial my shadows are not baked into the terrain texture. Is there a step I'm missing?

+1
Fixed

Black Trees in Android build

Nige 8 years ago updated by Noman 5 years ago 25

Hi Aaran,


So we fixed the problem with actually building an apk with Lush in our project but when we install on a device the trees just show as black planes on the tree branches (see attached image)


I know you have said that that this has not been tested on mobile and I also know that we will probably not get a fix in time for us to include in our build we are pushing tomorrow - which is really unfortunate as I really like your system. But have you any suggestions or ideas for why this is happening and what can be done to fix it?


We have tried enforcing OpenGLES 3 when publishing and are publishing to Android 7.0.



ANY help or ideas will be really great. Thanks in advance.  


Image 110

0
Under review

Does it support WebGL?

1890872 6 years ago updated by Aaron Brown 6 years ago 1
0
Under review

square shadows

Triadne 6 years ago updated 6 years ago 63

I have a couple of issues. first is that my shadows are square. it has the detail shadows, but it has square shadows as well. looks like it's casting both billboard and detail shadow at the same time. 

second issue is that it seems to have done something to my original trees. I can't use my original trees on my terrain now at all. it worries me. also, you have divide by zero errors when i run the tree conversion scene, and it won't stop running and i had to force quit unity.

Last thing, my unity trees had the ambient occlusion effect enabled. these new LOD trees do not seem to be showing it.

0

Cross-Fading Issue

Tom Scott 6 years ago updated by Aaron Brown 6 years ago 1

The cross-fading system which goes from mesh to billboard and vice-versa is not behaving as I would expect. Once a cross-fade begins, it should complete in a set period of time even if I don't move any closer. Currently, if I move slowly toward a billboard tree it will begin to cross-fade, but if I stop moving then the tree is stuck in a partially faded state where it's obvious there are dithered pixels. When observing other fading systems in games as soon as the cross-fading begins, it completes within a set period of time (1-2 seconds) even if I stop moving.

0
Under review

Specular / Gloss

riley 6 years ago updated by Aaron Brown 6 years ago 1

Hi just wondering if I am able to keep the specular / gloss map of my tree during the convert. Cheers

+1
Not a bug

LOD not working properly when moving trees

Leon 7 years ago updated by Aaron Brown 7 years ago 4

I am working on an AR game where I have a small city that can be placed in AR. However the LOD calculation calculates from Camera to original tree positions, not the ones where they are placed after. So basically you can get really close to the trees and they will still be billboard LOD. Is there a way to update this at runtime so the LOD still works properly after moving the trees to a new location?

Answer
Aaron Brown 7 years ago

The function that needs to be called is the "recalculate parents" function. There should be a button for it in the LushLOD Trees Manager window. Or, you can manually call that function from your code. The function is located in the _LushLODTreesManager.cs file. Any time you add any new trees, and any time you move any trees around, that function needs to be called again.

0
Answered

so it supports only Unity Tree Creator ? but not custom mesh trees?

Igor Levochkin 7 years ago updated by Aaron Brown 7 years ago 1
0
Under review

how many tree i can handle it fast when loading?

cocowen 7 years ago updated 7 years ago 14

i use mapmagic spawn 300 tree , it take me 5s to loading the game ,but when i spawn 1500 trees , it always loading , at least 3mins ,i have to close unity , my plan is to create 5000 , what should i do 

0
Under review

Wind affecting leaves, but not branches + weird shadow flicker in wind

miklelottesen 7 years ago updated by Aaron Brown 7 years ago 7

I'm having a bit of problems with wind. Only leaves seem to be affected by wind zones, while the branches aren't affected at all, neither by main wind nor turbulance. This is unfortunate, because it makes the leaves appear disjointed when there's wind.


Another problem I'm having is that the shadows in the leaves are flickering a lot as they move in the wind, more notacible from certain angles. The flickering gets worse as the wind speed declines (though completely stops when there's no wind at all).


I'm using instantiated trees, not hand placed, so I had to modify the script a bit (we worked on this in a whole other thread) and therefore no baked shadows, only realtime. I've tried everything, including disabling ambient occlusion on the trees before converting them, but nothing seems to work. Any ideas what might be causing these issues?