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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.
 +
  
 ====== 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.
 +
  
 ====== 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).
 +
 +
 +====== Closing Model ======
 +
 +modEmMaik about closing shadowvolume lod mesh:
 +
 +I open up another O2, copy and paste the single element, which is not close-able, and try to detect the problem.
 +
 +Sometimes faces are doubled, which you may detect in the solid view and switch the faces (w-button).
 +
 +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.
 +
 +When it is closed, I copy the mesh back.
 +
 +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.
arma/modeling/shadows.1239956085.txt.gz · Last modified: 2009-04-17 08:14 (external edit)