Hi guys, I will post this concern that I have about doing vegetation in HDRP.
First let me explian the four images:
Image 1,2,3, I’m using Lit HDRP Material with Material Type in Traslucent, I created a diffuse profile.
I detect some issue in the specular component that I can’t get rid of. It’s like a “wash out” in the color.
Take in mind that for testing purpose, I set smoothing = 0, that mean full diffuse, because increasing the smoothing > 0, the issue is stronger.
I placed a reflection probe (RP) around only to the bush to have control about the reflection (for testing purpose).
In the Image 1, the intensity of the RP = 0, that is why the issue only appear in the specular of the direct lighting.
In the Image 2, the intensity RP = 1.
In the Image 3, direct lighting in intensity RP = 0.
And if I use Standard material type instead of traslucent, well, is even worst.
I saw Unity example where there are using vegetation, and look so realistic, I don’t see that handle with this problem.
I’m using something wrong, or I’m misunderstand some parameter??.
In unity
Thanks
Eduardo.
NOTE 1: just last question in the shader graph, aren’t we able to use traslucent material yet, right?
NOTE 2: I’m using SpeedTree pack, but the speedtree material are not update yet to HDRP, so I’m creating my won materials.