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Question by Vuzok · Jun 26, 2016 at 09:00 PM · terraintreetreestree creatorterrain-trees

Tree Creator Problems

So I noticed that when I got close to the terrain trees and the mesh loaded the bark was appearing almost white, I tried change the bark material specularity but it had no effect and began messing around with other settings. I checked ambient occlusion and then these sort of tile like seams appeared on the tree. However after unchecking the ambient occlusion box they have remained there. Now the specific tree I have been editing also seams to have no leaves. I seem to have absolutely screwed up the tree prefab. When I make changes to the settings none of them seem to have any effect. I tried hitting reset but it did nothing. Please help!

alt text Foreground Trees are messed up.

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avatar image Vuzok · Jun 26, 2016 at 09:24 PM 0
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So I found this which seems to deal with one part of my issue although I don't know how to locate render settings in Unity 5?

avatar image tanoshimi Vuzok · Jun 26, 2016 at 09:32 PM 0
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Fog settings are found in Window -> Lighting.

avatar image Vuzok tanoshimi · Jun 26, 2016 at 10:04 PM 0
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Ah yes sorry I should have updated again I did find that but it doesn't seem to be working unless I am supposed to re-bake all of my lighting?

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avatar image KimmySimpkins · Nov 02, 2016 at 12:19 PM 0
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I am having the problem where my trees showing up as boxes when I try to paint them on. Has anyone else had this problem? I made them in the tree creator.

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Answer by Vuzok · Jun 27, 2016 at 05:04 PM

For anyone else who runs into either of these problems I managed to fix it by replacing the optimized tree bark texture with the actual one. Not sure what affect that has on performance.

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avatar image UrielKane · Oct 11, 2017 at 03:05 AM 0
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Another fix i found once this workround didn't work, is to regenerate all messed up tree textures with the legacy fog disabled. I did this by turning legacy fog off then selecting the tree bark and selecting again the source material, the select the seed node to regenerate all. Seems that in Dx11 some issues ocurr with some conditions like deferred rendering and fog, or so. Anyway the only thing wee need to know for now is that this workround work when the Vuzok one didn't some times.

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