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arma:modeling:shadows [2009-04-17 08:14] snakeman added shadow hand rail tip. |
arma:modeling:shadows [2015-08-22 01:45] (current) |
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For trees and vegetation there can also be used so called HYBRID SHADOW. This is controlled by model property Shadow=hybrid in Geometry LOD Those shadows are cast on all models except the model itself. Trees can use special shaders for leaves that simulates self shadowing. | For trees and vegetation there can also be used so called HYBRID SHADOW. This is controlled by model property Shadow=hybrid in Geometry LOD Those shadows are cast on all models except the model itself. Trees can use special shaders for leaves that simulates self shadowing. | ||
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====== ShadowVolume on BIS MLODs ====== | ====== ShadowVolume on BIS MLODs ====== | ||
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PrefersShadowVolume = 0\\ | PrefersShadowVolume = 0\\ | ||
the LODs must be closed and triangulated. | the LODs must be closed and triangulated. | ||
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====== Shadow Tutorial by Skaven ====== | ====== Shadow Tutorial by Skaven ====== | ||
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Shadow 1000 is special for trees, it uses alpha transparent textures to be calculated using GPU shadow buffer. | Shadow 1000 is special for trees, it uses alpha transparent textures to be calculated using GPU shadow buffer. | ||
- | Source [[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=76;t=68241|BIS forum topic]]. | ||
===== Earl Summary ===== | ===== Earl Summary ===== | ||
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* Use high detail SV LOD to draw stencil shadow | * Use high detail SV LOD to draw stencil shadow | ||
* At distance use lower detail SV LOD to draw stencil shadow | * At distance use lower detail SV LOD to draw stencil shadow | ||
- | * At greater distance, use last or lower visual LOD's for shadow map source, and start to fade that shadow away. | + | * At greater distance, use last or lower visual LODs for shadow map source, and start to fade that shadow away. |
===== Hand Rails ===== | ===== Hand Rails ===== | ||
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At this particular model I suppose to don't put the rail in the shadow at all. (PMC edit: means its either no shadow, or model a real handrail with polygon's not just one face with alpha channel texture). | At this particular model I suppose to don't put the rail in the shadow at all. (PMC edit: means its either no shadow, or model a real handrail with polygon's not just one face with alpha channel texture). | ||
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+ | ====== Closing Model ====== | ||
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+ | modEmMaik about closing shadowvolume lod mesh: | ||
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+ | I open up another O2, copy and paste the single element, which is not close-able, and try to detect the problem. | ||
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+ | Sometimes faces are doubled, which you may detect in the solid view and switch the faces (w-button). | ||
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+ | Sometimes the mesh is not closed because one edge in one face is splitt (one additional point in the same line). It looks closed, but it is not. | ||
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+ | When it is closed, I copy the mesh back. | ||
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+ | Best check for shadow LOD is to create a big box in the first visual LOD, invert the faces (w-button) of this box and check the result in the buldozer. |