Ambiera ForumDiscussions, Help and Support. |
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Howsit everyone I am playing around with static and dynamic lighting, I noticed the following, so i am not sure if my settings are incorrect or maybe I don’t know what i am doing Here is the setup: I have a room mesh, plain empty room I have the soldier mesh which comes with coppercube There is also a standard cube mesh I set the scene to allow shadows Set all the meshes lighting to dynamic Put a few light points in, and it looks pretty good, but there is no shadow from the soldier mesh Now, if i remove all the light points and add only the directional light, i get a shadow from the soldier mesh, but the rest of the room looks awful, and obviously i can’t add light points with the directional light. My question is, unless I don’t understand, it seems only the directional light adds shadows on the soldier/ animated meshes? |
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Yup, realtime shadows only works with directional lights, other lights won't cast any realtime shadows. |
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wrote: Yup, realtime shadows only works with directional lights, other lights won't cast any realtime shadows. Thanks i noticed that, is there a way to change the light type of the normal light points? Currently they have only a horizontal radius which can be adjusted. Is there any way to change it to cast differently, like a spotlight or uplight? |
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To carry on with this, i am wondering if the following will work: To get the below effect i am looking for: (photo stolen from dekon_17's post) -Create my scene with all my static items(static lightmaps selected) -Add in all my lightpoints -Then bake on the shadows with the built in generator -Remove all the lightpoints -Then add the directional light to cast shadows for the animated meshes -And i understand that my dynamic light may not cast animated mesh shadows onto the baked static mesh's maps? or -Create my scene with all my static items(static lightmaps selected) -Add in all my lightpoints -Then bake on the shadows with the built in generator -Remove all the lightpoints - use a "dummy" flat mesh colored black for the animated mesh's shadows Is this a possible trick which could work? But i realized i am also not paying attention, i can also use normal map textures with the diffuse textures to make everything look a little bit more crisp - not just with the lighting alone |
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