cassius Posted March 16, 2014 Share Posted March 16, 2014 I just made a tree model using tree(d). The shadow it casts is rectangular in shape. How can I correct this? EDIt: le 3.0 Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Rastar Posted March 16, 2014 Share Posted March 16, 2014 Try assigning an alphamask shadow shader (Shader->Model->shadow->shadow+alphamask.shader) in the material editor. Quote Link to comment Share on other sites More sharing options...
cassius Posted March 16, 2014 Author Share Posted March 16, 2014 I can't find that one in le 3.0.Nothing with "alpha" in shaders. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Rastar Posted March 16, 2014 Share Posted March 16, 2014 Oh, sorry, was assuming 3.1. For 3.0 you will need a shader with a correct alphatest. I can't find the link to shadmar's 3.0 tree shader. Basically, in your fragment shader you will need the line if (outcolor.a < 0.5) discard; and a "Solid" blend mode (I guess you're using "Alpha" right now?) Quote Link to comment Share on other sites More sharing options...
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