The tree creator creates automatically an optimized material, and melts the bark texture and the leaf texture. This is something that i heavily dislike. It not only leads to uwanted disortions when my texture is square instead rectangle, it also changes the original mapping of the leafes by that. And there is no way to reuse the bark texture for other kind of trees anymore. Very optimizing.
Is there a way to tell the tree creator to use the original textures and material instead creating its own material for every tree?
I’m having a similar problem. I’ve made a bark texture and a leaf texture (with mesh) - I’m making 3 different variations in sizes for a pine tree. Instead of it reusing the same material I made…it creates a new optimized material for each tree… This seems like a waste to me…How do I get them to share?
My guess is that you cannot avoid this material at all, its part of the optimization so that the Terrain can deal better with it. Which makes the Unity tree creator useless for me. You could theoretically export the geometry, and have a look if you can remap it outside. I think ive even found a way to do that, but cannot remember how at the moment. I am back at TreeD again to shape my trees, plus a bit manual tweaking geometry afterwards, at the trunk for example.
Let´s say you have one bark texture. And ten leave textures. Unity tree creator creates ten “optimized” textures here that all contains the same bark texture. Thats not very effective. And there should be a way out. As told thats the reason why i don`t use the Unity tree creator.