T3D 1.1 Final - Shadow bug - LOGGED (THREED-3155)
by Ivan Mandzhukov · in Torque 3D Professional · 11/17/2011 (4:43 am) · 12 replies
Build: T3D 1.1 Final Pro.
Issues: shadows cast through objects,that have castShadows = false;
imageshack.us/photo/my-images/194/shadowr.jpg
The power up shadow should be projected on the player only, not on the ground.
Issues: shadows cast through objects,that have castShadows = false;
imageshack.us/photo/my-images/194/shadowr.jpg
The power up shadow should be projected on the player only, not on the ground.
#2
I dont actually see anything wrong here, other than a lack of a specific flag for items to receive shadows, or a possible misnaming of castshadows.
11/21/2011 (9:50 am)
At the risk of sounding nitpicky...I dont actually see anything wrong here, other than a lack of a specific flag for items to receive shadows, or a possible misnaming of castshadows.
#3
Removing the shadows is an option,not a solution.
11/21/2011 (9:51 am)
And you don't see how shadow projects through the player ?Removing the shadows is an option,not a solution.
#4
In the end, if you take an object/material "out" of shadow calculations you'd expect it not to block other shadows.
11/21/2011 (11:08 am)
The only way to prevent a shadow from casting "on to" an object is to set that object's material as "emissive".In the end, if you take an object/material "out" of shadow calculations you'd expect it not to block other shadows.
#5
I guess my point is, how can you expect an object that doesn't block light to block a shadow, without a specific flag to receive shadows.
Hence, i'm not so sure its a bug as much as a missing feature, imo that is
11/21/2011 (11:35 am)
I do see the shadow projecting through the object.I guess my point is, how can you expect an object that doesn't block light to block a shadow, without a specific flag to receive shadows.
Hence, i'm not so sure its a bug as much as a missing feature, imo that is
#6
If we have a building,this is not normal objects from the second floor to cast shadows on the ground floor.That looks funny and buggy.
11/21/2011 (11:40 pm)
The problem is that shadows project through objects.If we have a building,this is not normal objects from the second floor to cast shadows on the ground floor.That looks funny and buggy.
#7
However, looking further into it; not only do shadows pass through but lights continue through as well. ..I hope Tom stops in this thread.

// P.S. did I miss information in the past about why we can't select any other shadow options besides broken cubemap and the DPSP ? ..3 years on ..? :/
11/22/2011 (1:08 am)
I agree. I noticed similar issues like this before that were workable with overdarkfactor'ing but I never checked this variation of objects and settings as I assume that all things cast shadows and if they don't they would allow shadows to pass; i.e. glass vs opaque solid -> theoretical anyhow. However, looking further into it; not only do shadows pass through but lights continue through as well. ..I hope Tom stops in this thread.

// P.S. did I miss information in the past about why we can't select any other shadow options besides broken cubemap and the DPSP ? ..3 years on ..? :/
#8
12/06/2011 (1:11 am)
bump @ Devs
#9
01/11/2012 (11:32 am)
Thanks for the bug report Ivan. I've gone ahead and logged a ticket for this issue under ticket number THREED-3155.
#10
In the current shadow split:
We should sort the non-casting solid objects from front to back.
Draw them with a regular render state using that order, then draw the upper level with a different state (alpha func, depth bias,...) that discards shadow pass pixels.
04/14/2014 (8:58 am)
This is not an easy solution.In the current shadow split:
We should sort the non-casting solid objects from front to back.
Draw them with a regular render state using that order, then draw the upper level with a different state (alpha func, depth bias,...) that discards shadow pass pixels.
#12
04/18/2014 (5:10 am)
No.
Torque Owner Ivan Mandzhukov
Liman3D