Lightmass: Disable Self Shadowing on Static Meshes?
Is there a way to disable self-shadowing on statically-lit meshes?
It would be a super nice feature to have for foliage since lightmap shadows look especially bad on foliage built using 2d planes for leaves/fronds.
Right now I can only disabled shadow casing entirely which is not what I want, ideally I want this:
Is there a way to do this right now in Unreal?
asked Jan 10 '17 at 01:49 AM in Using UE4
Self-shadowing cannot be disabled, but one thing you may want look into is how addressed this very same issue in our GDC Kite Demo.
We used the Render to Texture Toolset to render out a depth texture for our tree imposter and then set everything up via the material so that the tree would have more accurate shadow casting and not appear like a billboard plane casting a shadow at these far distances.
The two additional pages for this tool you'll want to look at are the Render 3D Imposter Sprites and the Render a Normalized Depth Map pages. You'll want to render out the Imposter sprites so that when the camera is moving around these camera facing sprites will then shift between these imposters so that the view is accurate to the the location and the camera. The last page for the Normalized depth is so that you can capture accurate shadows for the sprites as they rotate. It can be a lot of setup, but it can be the difference between seeing a plane cast a shadow and something that blends more nicely for these billboards.
answered Jan 10 '17 at 03:37 PM
Tim Hobson ♦♦ STAFF
Hi all, I know this post is kind of old, but I wanted to chime in. To achieve the effect you're looking for, you may want to look into vertex normal editing in Maya. This is how most artists achieve this "stylized tree" look that you're after.
I hope this helps anyone else who might be on a whiled goose chase for answers :)
answered Jan 31 '18 at 09:52 AM
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