I’m trying to essentially add “forest twigs” to a forest floor, while still having nice grass effected by the wind.
Is there a way for a detail object with transparency to NOT be effected by the wind whilst keeping my actual wind settings on for my other grass?
Currently I can have it set to “Vertex lit” which keeps my twigs nice and still but very much the wrong look as it ignores the alpha channel, if I set it to “Grass” I get the right look but it sways about like all the other grass and looks odd.
Unless you have a very specific reason why you need detail objects for it, I would consider using a system that bases on layers culling distances, equal to what you find in the iphone examples - warehouse where you will find a script which you could use for the purpose
So I can paint millions of them on the forest floor just like grass, twigs tend not to sway in the wind and making them as a solid “detail” object would be foolish.
I’m sorry but I have not a clue as to what exactly it is you’re suggesting?
Create a plane and texture it with the twig texture, then add it to the scene as a detail mesh(then it will act as the rocks do). Detail meshes are not affected by wind. Only trees and grass. Hope that works , let me know the result as that seems clever enough to work, but I don’t have time to try it myself.
Yeh, the problem is if I make a plane with a transparent image on when I turn it into a detail mesh I’m given a render type to choose, either Grass or Something else (I forget) but grass makes it move with the wind and the other ignores the alpha, the shader on the prefab doesn’t make a difference.
I’m not positive but looking at the grass shader for 3.0b3, the grass shader is an alpha cutoff shader that uses the alpha of the vertex color to determine how much it will wave in the wind. So try setting the vertex alpha of all the vertices of your twig to 0 and see what happens.
As a Lightwave user it doesn’t seem I can export my FBX with a vertex alpha, if anyone knows of a program that I can edit the vertex alpha of an FBX that would be great!
Blender won’t do it out of the box, but http://forum.unity3d.com/viewtopic.php?p=247885 shows how to get blender to do it. Since it’s only one twig, you could export as obj, import into blender, vertex paint, then export as FBX. Kind of a lot of trouble for some twigs, but could be handy for other things as well.