Transparency missing in leaves from SpeedTree

Foliage in SpeedTree makes use of the PBR transparency map for every leaf:


When I export the foliage to FBX and import it into D5, the transparency is missing, and I see a rectangular mesh for every leaf (leaf card):

For comparison, when importing the FBX into Rhino, the result is as expected:

How do I make D5 aware of the transparency map for the leaves?

as i see d5 mapped each leave with single leaf. do u have alpha map of this leaf. try to apply in opacity channel and check

Hello, I like you need to add a transparency map for the leaves in D5. Stick it in this position.

Thank you, @LunaLang! Assigning an opacity map was my assumption too. See below. In SpeedTree, the leaves have an opacity map assigned. However, in D5, there is not even a slot for an opacity map. As I mentioned before, the FBX seems fine, as it imports into Rhino with opacity.

What else can I try?


SpeedTree


D5 without slot for opacity map


Please paste the transparency map in this position. You will need to select the leaves with the pipette tool first.

Thanks for the suggestion, but that’s precisely what I did before taking the above screenshot. As you can see there, I only get:

Normal
Specular
Roughness
Metallic
AO

There is no slot for the opacity map.

please change custom material to foliage then u will get opacity map channel.
i think then issue is solved. mark as solution if it worked.

Thanks, @visualplus ! That sort of works, though it is cumbersome. Then I have to manually replicate all the settings from SpeedTree in D5. This will be a big pain when importing lots of assets.

Why can’t D5 simply take the textures as described by the FBX file? (like Rhino does)

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For testing, here is an FBX exported from SpeedTree plus a simple opacity map that I just created:

2024-02-21_my_foliage.zip (20.7 KB)

In SpeedTree:

In D5:

Thanks for sharing the file, I will check it.

Please change the material template for leaves to foliage, then you can find the slot for opacity map. Regarding the direct recognition of the texture map, you can try to click AI material match, to recognise the material template. However, this may require you to differentiate the material name in your modelling software, e.g. make the foliage material name include the word foliage. But in this case you may still need to add the texture manually.

Thank you! I still wonder: Why can’t D5 simply load the material as is?

I now also tried it with Blender, and again, the material just gets imported. No fiddling necessary. That being said, I am new to PBR, and so I am happy to be educated about what is happening here.

I tried it, but it didn’t work, and I don’t want to rename texture materials either. I just would like to import assets made in SpeedTree without jumping through hoops.

I also wonder what AI engine this is based on.

I want to add: In SpeedTree, it is possible to dial in variations. That creates additional textures for more realism. It will be very time consuming to match all of these manually in D5.

I think this issue may have something to do with the fact that the different material templates in D5 have different parameters. Of course, I believe your suggestion is very useful. Perhaps you could try to share your suggestions in the Idea&Requst channel of the forum.

Thanks! I did a little bit of reading on PBR, and it looks like SpeedTree uses the specular/glossiness workflow while D5 uses metal/roughness.

I started building my own leaf texture using the bitmaps from SpeedTree. So far, I haven’t managed to make the foliage look as nice as in SpeedTree. I wonder if there is a way to script the conversion process, e.g. using ImageMagick. For just one type of tree, at least five materials need to be created: bark + leaf + 3 leaf variations + fruits, etc.

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Thanks for the feedback. I think currently for FBX format files you need to manually add the textures in D5. It is currently unable to read the materials directly. If you have related needs. I suggest you can share your request and suggestion in our idea and request channel. :heart:

Thanks for clarification!

Hi, I am also wondering why transparency maps aren’t transferred automatically along when this is specified in the material. Are there any updates on this matter?

Sorry for any inconvenience caused. What material template did you use? It would be great if you could show us a video or screenshot about this problem.

Huh, strange, I just tried it again: Just a plain rhino texture with a black/white transparency map and it seems to import just fine in d5 now… Ok, I guess it is working after all. thanks