 olivehehe_03 Guest |
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| 2007-07-17 01:55:08 |
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I'm having a bit of a problem with lightmapping. I've got my terrain mesh loaded in IrrEdit but when I do my lightmap, it looks pretty ugly. I loaded another mesh (my experiment with human modelling :D) and the shadow it casts on the terrain looks good, but the lighting on the model itself is ugly, same as the terrain (have a look at the picture for what I mean, it's the perspective viewport and the lightmap settings I used).
 🔎︎ I'm probably wrong, but I think what it's doing is called vertex lighting, and it only seems to be doing it when a model is casting a shadow on itself.
I guess my question is, is it possible to have good quality shadows (like the "human" casting a shadow on the terrain) when a mesh is casting shadows on itself?
PS: Sorry if that didn't make sense, it's early here :P
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 niko Moderator |
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| 2007-07-18 06:17:09 |
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The problem here is that the lightmapper doesn't use smooth normals of the mesh if there are some, gonig to add this.
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 olivehehe_03 Guest |
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| 2007-07-18 07:08:27 |
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Thats good to hear. As a quick fix, is there a way i can stop the terrain trying to cast shadows on itself, but still let it receive shadows from everything else in the scene? Thanks for your help
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 Virion Registered User |
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| 2007-08-30 17:20:00 |
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Great. I'm waiting for that feature as well. ;D
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