SpiderPig Posted March 14 Share Posted March 14 The attached model has LOD's. If you disable shadows for LOD3, it won't cast shadows if you drag that LOD into the editor by itself, but it will still cast shadows as part of it's parent. In the shot below you can see that LOD3 (a billboard) on the right casts no shadow but half the shadow of the tree on the left has the billboards shadow still. Quote Link to comment Share on other sites More sharing options...
Josh Posted March 15 Share Posted March 15 When an LOD is loaded from a model, it just adds the meshes found in that model into a new LOD. No entity properties are copied from the LOD model file. A model with several LODs is just a single model. 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...
SpiderPig Posted March 15 Author Share Posted March 15 That's what I thought, but the shadow casting is a material property isn't it? Shouldn't shadows be per mesh then? 🤔 Quote Link to comment Share on other sites More sharing options...
Josh Posted March 15 Share Posted March 15 I see nothing in this model that would cause the lowest resolution LOD to not cast shadows. However, the wrong LOD might be getting selected when rendering shadows. Directional lights are made up of four box lights. 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...
SpiderPig Posted March 15 Author Share Posted March 15 The first image in this thread shows LOD3 with no shadows on the right because I disabled them for that model. What I'm trying to say is, should the shadow option in the material properties be removed if its a "per model feature" and not a "per material feature"? Quote Link to comment Share on other sites More sharing options...
Josh Posted March 15 Share Posted March 15 It's both. Both the material and entity must have shadows enabled for a shadow to be cast. 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...
SpiderPig Posted March 15 Author Share Posted March 15 What about models with two meshes. Do they both need shadows enabled or just one? Quote Link to comment Share on other sites More sharing options...
Josh Posted March 15 Share Posted March 15 For each mesh, if its material does not use shadows, it will not cast a shadow. 1 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...
SpiderPig Posted March 15 Author Share Posted March 15 I'll test this with the latest update as what I'm seeing / describing might be related to the other shadow bug. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 11 Share Posted April 11 Is there still any problem with this? 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...
SpiderPig Posted April 11 Author Share Posted April 11 There is still some issues. Project is up to date. I've attached the map I used as well as the updated files. Extract the pine tree to the Models folder. As you move the camera away the billboard stage has no material applied. Yet if you drag LOD3 into the scene it does and it's shadow casting is correct, yet as part of the main model it is not correct. You'll also notice that changing the shadow casting of LOD3 only sometimes updates the editor straight away. Also, not saving a model will still save it. After a bit more playing around I'm finding changing the shadow casting of LOD3 is not even updating the editor at all no matter what I do. I think if you play around with the attached map you should find a few things not working like they should. Pine.zip PineLeaves_DIFF.zip Quote Link to comment Share on other sites More sharing options...
Josh Posted April 11 Share Posted April 11 I just updated the editor with the recent fixes. 1 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...
Solution SpiderPig Posted April 11 Author Solution Share Posted April 11 Nice, pretty sure it's fixed now. Quote Link to comment Share on other sites More sharing options...
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