To open the materail dialog do left click on your object in the vegetation list and press "go to object material"
Most time you will use submaterials, open it and select you render geometry.
Select Vegetation Shader.
This opens special settings for vegetation objects.
Select mat_canopy (or what ever you want)
The surfacetype difines what partikle and sound effect which will be shown on collision.
Other changes are not needed.
Always stay around 50.
Play around with this value, you will see what happens.
Opacity can activate alpha blend, but for vegetation its to expansive as long as you want to use sahdows.
Other changes are not needed.
Make sure that the difuse color is always as close to 128,128,128 as possible.
Make as much color corection as possible in your texture.
Diffuse color is only for variations.
Here you tweak the strangth of you specual color.
Tweak the gloss level of your spec.
Other changes are not needed.
RGB should contain diffuse color.
Alpha should contain opacity (used for alpha test)
RGB should contain normal map.
Alpha (optional) should contain gloss map.
If no texture assigned, we get a very good performance/memory saving/optimization
RGB should contain specular color.
If no texture assigned, normal map alpha channel will be used as gloss map.
If no texture assigned we get a good performance/memory saving/optimization.
RGB should contain opacity color used in backlighting.
This texture can be much lower res than all others (eg: if diffuse is 1024x1024 this could be 128x128 or so).
If no texture assigned we get a good performance/memory saving/optimization.
This is for changing the view dependecy of the back diffuse color.
Makes it starting depending on the point of view earlyer or later.
This is for the color of the backside of leaves.
This is for the color strength of the backside color of leaves.
Difines the bending speed for complex (wind) bending
Always make sure That this is in the right proportion to the wind in your level.
Difines the movement of red color in the in the complex bending setup
Difines the movement of blue color in the in the complex bending setup
This is controling the shadow power on the back difuse color
This means that shader is only used for rendering leaves, it will use a much more complex shading (=expensive).
Activate only for leaves rendering.
This means that shader is only used for rendering grass, it will use a much cheaper shading.
Activate only for Grass rendering.
It basicly kills spec and normal map setting, so the shading is only difuse.
This is for bigger grass patches only. it fits the object to the terrain surface.