YouGroove Posted December 14, 2014 Share Posted December 14, 2014 I have wrong shadows when cylinders don't have closing caps ( model faces optimisation ) Are non closed models supported by LE3 ? The model is composed of two non closed objects, is this "non standard" with LE3 conventions perhaps ? (then i should merge as one object ?) Second test : Reversing normals of pillars makes all shadows look good , but they are then invisible in the level. The model FBX file is attached to test. Remake_barrier01.zip Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted December 15, 2014 Share Posted December 15, 2014 It's working as intended. We can debate which side the shadow pass should draw, or whether it should draw both sides, but as of now it is working as intended. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted December 15, 2014 Author Share Posted December 15, 2014 That's right i checked and it's a common way of how shadows works with non closed meshes, the only solution seems to make closed volumes. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted December 15, 2014 Share Posted December 15, 2014 This is a good demonstration why it's probably best to use back-facing polygons in the shadow render. I think that will just work the way the user intends the majority of the time. 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted December 15, 2014 Share Posted December 15, 2014 Other option is to try making the material 2-sided. 1 Quote Link to comment Share on other sites More sharing options...
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