Casting Receiving Shadows
Posted: Sat Sep 22, 2012 12:24 am
Hi
I have some low poly trees - textures are with alpha channel
If I do not build a Shadowvolume ## BuildMeshShadowVolume(PlantMesh2) ## for the mesh then the trees look great but they do not cast a shadow
If I build a Shadowvolume I have a not so good looking shadow and the trees look terrible because they receive their own shadows which makes the transparent alpha parts visible.
I solved this problem in another engine I used before using fake shadow maps and a HLSL-shader I found in the internet - but have no idea how to fix it in PB 5.00beta3
I edited the material file with many different settings - all failed when I added BuildMeshShadowVolume ...
Question is: Is there a way to make an entity casts shadows (even considering transparent textures) but does not receive shadows itself ?
I have some low poly trees - textures are with alpha channel
If I do not build a Shadowvolume ## BuildMeshShadowVolume(PlantMesh2) ## for the mesh then the trees look great but they do not cast a shadow
If I build a Shadowvolume I have a not so good looking shadow and the trees look terrible because they receive their own shadows which makes the transparent alpha parts visible.
I solved this problem in another engine I used before using fake shadow maps and a HLSL-shader I found in the internet - but have no idea how to fix it in PB 5.00beta3
I edited the material file with many different settings - all failed when I added BuildMeshShadowVolume ...
Question is: Is there a way to make an entity casts shadows (even considering transparent textures) but does not receive shadows itself ?