Game Development Community

DTS Shadows

by Randy Hearn - Magnum · in Torque 3D Professional · 08/06/2009 (2:15 pm) · 16 replies

Will DTS shapes cast shadows top other DTS shapes? I haven't had any luck, and I need to cast showdows from a building onto the a shape below - kinda the ground, which is also a DTS.

About the author

Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.


#1
08/06/2009 (2:23 pm)
Randy: You mean like this?
farm3.static.flickr.com/2446/3577530051_dcb763ede4.jpg

With advanced lighting this is standard behavior.
#2
08/06/2009 (2:23 pm)
In Advanced Lighting, yes. As long as the sun/light source has castshadows enabled obviously.
#3
08/06/2009 (2:42 pm)
The shadow system is really robust and even allows for self-shadowing of DTS shapes, something the previously lighting system couldnt do in past Torque engines.
#4
08/06/2009 (3:01 pm)
@Matt, yes.. But I haven't been able to duplicate it:(


@Steve,Sun is set to cast shadows...

@Logan

Self casting is really what I was interested in as well.

In the pick below these cast shadows on the ground, but not on each other. Hmm.. the sides do not have material yet, but the bottom is actually a separate mesh

i60.photobucket.com/albums/h15/kd4vcu/Capture2.jpg
#5
08/06/2009 (3:46 pm)
Are your normals pointing the right way? That texture looks a bit dark.
#6
08/06/2009 (3:56 pm)
Yep, I have flipped them several times to try. I may try and export later as a DTS instead of a Collada.

EDIT: And yes, the texture is darker than it should be.
#7
08/06/2009 (4:06 pm)
@Matt - I love that house.
#8
08/06/2009 (4:06 pm)
ok it will cast shadows on other DTS shapes.. So it has to do with these receiving shadows, not casting.
#9
08/07/2009 (12:50 am)
Do you maybe have the material marked as emissive or with alpha-blend transparency? Either of those will prevent it from receiving shadows.
#10
08/07/2009 (4:49 am)
@James,

No and I have used other materials that work on other objects, so Steve is probably close. I checked and when viewing the normals, there were no normal indicators in XSI. So I created a new object that does show the normals direction and will check tonight to see if it recieves shadows.
#11
08/08/2009 (1:00 pm)
Try using toggleNormalViz() [typo possible] in the console and you can compare the color the surface appears to be compared to other surfaces that "should" have the same normal.
#12
08/08/2009 (1:18 pm)
It's in the pulldown, I believe this is what you are looking for..

All the objects I have exported are the green ones :)

i60.photobucket.com/albums/h15/kd4vcu/Capture3.jpg
#13
08/10/2009 (7:48 pm)
Update:

Looks like this is an issue with XSI 7.5 and Collada exporting. I had one of my artists create a box in 3D max and export in Collada and bringing it into T3D B5 worked. However importing the box into XSI 7.5 resulted in a familiar problem I have been having with XSI where imported files disappear as soon as I select textured or shaded for the view.

Works perfect with XSI Modtool V6...
#14
08/10/2009 (8:34 pm)
what you export collada are you making sure that you have the check boxes for export xsi normals and triangulate mesh are on.

Or use the DTS exporter. That is what I do.
#15
08/10/2009 (8:44 pm)
@James,

I have tried all varities. But the key is when I import to XSI the files do not work. Only 3 settings on import.

My main goal is to eliminate the setup required for a DTS export so I don't have to worry about where I get a model. Really prefer to use Collada.

But, I have used the DTS export for my character. It did look fine, but it too was a little darker than it should have been. I never checked for shadows with it as it was only a test for import.
#16
08/14/2009 (2:22 pm)
Just for an update.. Looks like this has to do with the XSI Collada exporter/importer. Once we deleted the material and re-assigned a different way it worked fine. Looks like I was setting up the material the same way as the imported files had.

Bottom line, this works now. But looking at the material setup you can not tell the difference in the good file and the bad, except for the material will not be displayed in the material panel for the imported files.