Tree Shadow Issue
by Peng Du · in Technical Issues · 06/29/2007 (3:01 am) · 7 replies
I planted some trees on the terrain, after relighting, I got large square shadows under the trees, which are not desirable.
Can I fix this?
Thanks in advance.
Can I fix this?
Thanks in advance.
#2
06/29/2007 (10:37 pm)
But I hear if static DTS don't have a collision model, it will not cast shadow.
#3
07/04/2007 (12:19 am)
Thats correct. What effect is it that you are looking for, exactly?
#4
Small circular shadow or no shadow will be better than large square shadow.
07/04/2007 (5:41 am)
The shadow is not tree-shaped, but square much larger than the tree.Small circular shadow or no shadow will be better than large square shadow.
#5
You could also making the shadow a dynamic shadow. It will use the visible mesh itself, making the shadow much more precise, but at a very high cost to processing. This might not be a bad option if you have very few trees that are spread out over a distance.
07/06/2007 (10:09 pm)
Well if you want no shadow, you could remove the collision mesh, though then the player and other objects can pass through the tree. You could try making the collision mesh more accurately depict the shape of the tree; say a box surrounding the trunk. The success of this depends on the shape and size of the tree, but it can work.You could also making the shadow a dynamic shadow. It will use the visible mesh itself, making the shadow much more precise, but at a very high cost to processing. This might not be a bad option if you have very few trees that are spread out over a distance.
#6
Thank you! This is true for me in TSE, but not in TEGA.
In TEGA, if no collision mesh, there will be large square shadow; if a collision mesh is available, there's no shadow at all.
07/06/2007 (11:51 pm)
@RossThank you! This is true for me in TSE, but not in TEGA.
In TEGA, if no collision mesh, there will be large square shadow; if a collision mesh is available, there's no shadow at all.
#7
Try running a debug version of TGEA to see if there are any errors or crashes - funky lighting can be the side effect of other memory corruption issues. If everything looks good, but the incorrect shadows continue send over an example dts and we'll debug it here.
07/11/2007 (2:14 pm)
Removing the collision mesh should remove the object's ability to cast a static (light mapped) shadow.Try running a debug version of TGEA to see if there are any errors or crashes - funky lighting can be the side effect of other memory corruption issues. If everything looks good, but the incorrect shadows continue send over an example dts and we'll debug it here.
Torque Owner Ross Kabus