User Tools

Site Tools


arma:modeling:shadows

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
arma:modeling:shadows [2010-07-12 08:39]
snakeman changed new bis forum link.
arma:modeling:shadows [2015-08-22 01:45] (current)
Line 191: Line 191:
  
 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://​forums.bistudio.com/​showthread.php?​t=62437|BIS forum topic]]. 
  
  
Line 213: Line 211:
  
 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.1278923964.txt.gz ยท Last modified: 2010-07-12 08:39 by snakeman