Dynamic shadows on static meshes ?
I'm currently working on shadows in my scene, and have to face a problem : I use features (especially trees) from the Procedural Nature Pack Vol.1 and (grass from) Kite Demo.
My problem is, the trees cast moving shadows from their branches, but no shadows from their trunk on the grass foliage. Both branchs and trunk have a wind effect. Grass foliage has a wind effect too. The light is set as stationnary. I've tried changing the state (static/dynamic) of all the elements (branches, trunk, grass), as th lightmap resolution.
When I set the light as movable, shadows from the whole trees are cast on the grass, but pretty gross (black squares flicking), and all the shadows of my scene are shown as little squares with almost no shading at all - also transparency material don't cast proper shadows. I changed the Dynamic Distance Shadow from 0 to 3000 to have an acceptable shadow for the branchs, but the rest of the shadows are creepy. Is there a way to set static shadows on static meshes and dynamic shadows on dynamic meshes ?
When I set the light as static, the branchs don't cast any shadows and the trunk doesn't cast shadow on the grass foliage. Although I've got an error when compiling, saying that LOD+1 meshes of the grass may be incorrect rendered.
Looks like there is a bug as I can't post any pictures... I hope I described my problem enough.
Resuming : has someone any idea why the trunk doesn't cast any shadow on the grass ? Is there a way to make it cast any ? If dynamics shadows are the only solution, is there a way to let only the dynamic objects cast these dynamic shadows, and set the static objects to cast only static shadows ?
Thanks a lot.
asked Nov 19 '15 at 04:18 PM in Rendering
I believe this documentation on Dynamic Scene Shadows will help with more information on how dynamic shadows work. When using movable lights and dynamic shadows, in conjunction with cascade shadow maps, dynamic shadows fill in the space after the cascade shadow maps end. So you could set up your cascade shadow maps to end at 1000 units of measurement away and then set the dynamic to pick up at 1000 units away. So when the cascade maps end the dynamic ones will begin.
The other thing to note is shadows on translucent objects such as glass. Glass is finicky. If you find a glass bowl or window, or something around the house that is glass and shine a light on it your shadows pass through the glass. Unlike opaque objects where the reflection of light bounces off more than it absorbs your shadows will not be solid. I will also link you to a thread where another user was experiencing much of the same issue.
answered Nov 25 '15 at 03:01 PM
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