Started by Martin, July 31, 2017, 01:33:05 AM
Quote from: luvsmuzik on February 01, 2018, 08:48:08 AMMy first guess would be angle and elevation of sun. You have it directly opposite rockface, correct? You might need second sun, w/o shadows and low intensity for better light.Is that one pop of transmitter/receivers or two?
Quote from: luvsmuzik on February 01, 2018, 08:57:29 AMMight have to do with subdivision cache if you have rechecked all your texture shaders on object.
Quote from: Martin on February 01, 2018, 08:54:34 AMNo, it's a bug for sure, the sun is directly above the landscape (85 degrees) And as you can see two population members right next to each other have different lighting, one is fully illuminated, the other is only with indirect lighting.There's nothing to cast shadows on them. Never seen anything like this.
Quote from: Matt on February 01, 2018, 03:24:38 PMQuote from: Martin on February 01, 2018, 08:54:34 AMNo, it's a bug for sure, the sun is directly above the landscape (85 degrees) And as you can see two population members right next to each other have different lighting, one is fully illuminated, the other is only with indirect lighting.There's nothing to cast shadows on them. Never seen anything like this. Do you have displacement on these objects? If so, it's probably the same problem as in this thread:http://www.planetside.co.uk/forums/index.php/topic,20213.msg200683.html#msg200683If you have negative displacement on the object, it goes dark because the shadows are cast from the non-displaced object. This is because the ray tracer (which is used for shadows) doesn't support displacement on imported objects yet. It requires a big change to the renderer to support this, but it is on the roadmap for the future.You can usually solve this by adjusting any offsets you have in your displacement shaders.Matt
Quote from: luvsmuzik on February 01, 2018, 05:16:46 PMmaybe recalculate normals
Quote from: Oshyan on February 02, 2018, 12:28:25 AMQuote from: luvsmuzik on February 01, 2018, 05:16:46 PMmaybe recalculate normalsAgreed, that was my first thought - either normals or some other modelling-related issue, e.g. quads, etc.I don't know what it would have to do with the subdiv cache? What did you have in mind there??- Oshyan