Cast a shadow with the object's collision shape and not the object itself?
I have a large collection of trees that will be viewed from far away, and I'd like to cast shadows with the greatly-simplified collision shape I generated in the static mesh editor instead of the object itself. Is there a way to do this without adding a shadow-blocking volume to each individual tree (because the collision shape is still a lot more complex than a cube)?
asked Nov 02 '14 at 04:27 PM in Rendering
Hey heyx3 -
No shadowing is limited to the rendered objects and not just the calculated geometry. I would suggest looking into the Distance Field Ray Trace Shadowing though it might help you get a much more performant lighting environment for your trees.
answered Nov 18 '14 at 10:35 PM
Lovecraft_K ♦♦ STAFF
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