Hello, I encountered a problem with the location of trees via Paint Tree in Terrain. I made a tree model in Blender and imported it into Unity. Created a tree prefab and moved it to Edit Tree. When placed, the tree has no foliage, and the console writes “The tree sosna must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.” I’ve been trying to make trees for 2 days now, I even tried to make them using the Tree Editor, but this option doesn’t suit me. How can I force the foliage to be displayed and change the shader if necessary if the material of my model is locked for change.
Thank you.
Blender3D objects used as trees / detail in Unity3D terrain (See the second half of this response)
When I work in Blender3D for Unity3D use, I follow these organizational rules:
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use Empty Blender Objects as folders: they come out as an extra GameObject
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ALWAYS parent everything to a single Empty, even a single object
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put as few objects in a given .blend file as possible, combining them in Unity into a prefab
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REMOVE unnecessary items (Light, Camera, etc.)
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use good names for your Blender3D objects and NEVER RENAME them after Unity sees them
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don’t even think about final Materials or Textures in Blender. Set the mesh to use N different materials, but always set up the materials within Unity and disregard what gets imported.