Posted: 15th Jun 2007 9:28
Shadow shading is acting really insane. It takes objects under the ground for say,and renders the shadow on top. When the object is over the ground,it does not cast a shadow(when it should). So...why is shadow shading inverted? Its kinda wierd...
Posted: 15th Jun 2007 12:28
@ Benny53: The only thing I can think of actually is that maybe your light-source is placed somewhere else than you think and so the shadow is casted right, but for the viewer, who don't know the position of the light and thinks it's placed somewhere else, it seems false?!
But I think you know where you put your light, so my idea is rather unlikely!


Hoozer
Posted: 15th Jun 2007 13:10
I have the same problem with Dark Matter objects the shading appears on the top and the shaddows in the sky.

Let me know if you solve. I'm pretty sure I tried putting th light under the floor but this badly affected my other objects.

I think there is something wrong with Dark Matter dunno what or how to solve it. Turn them inside out with a scale object obj,-100,-100,-100 maybe?
Posted: 15th Jun 2007 14:14
Have you tried with the command
SET OBJECT NORMALS Object Number
or/and SET NORMALIZATION ON ?
Posted: 15th Jun 2007 19:48
@mdannib - no luck. I know I got this to work one time. I have shadow shading on about 102 objects,and all the shadows appear above them. The light is placed at (0,250,50). The ground is at an elevation of 5. There is physics,so the objects go and rest on the ground,yet,the shadows still are above them...
Posted: 15th Jun 2007 20:04
What shadow commands have you used? From DBPro 5.8 onwards you need to use all the extra commands and parameters for proper shadows

SET SHADOW POSITION lightmode,x,y,z

If you have a light that you want to cast shadows, then substitute 'lightmode' for the light number and x,y & z can be anything (they will be ignored). If light moves, then shadow casting position will move automatically with it.

If you put -1 as lightmode then you can manually specify the x, y and z parameters.

SET SHADOW SHADING ON obj,mesh,range,shader

onj = object number to cast shadow
mesh = -1 means use objects mesh or specify an alternate low-res meshid
range = how far to cast shadow - useful as shadows can cast multiple shadows if they pass through multiple objects, so limit range to something sensible
shader = 0 to use cpu (slow and inacurate) or 1 to use gpu (fast and accurate)

Hope that helps.
Posted: 15th Jun 2007 21:59
Nope,those two functions did not work. I've tried pretty much all I can. I think I may have to try and make my own shader for it.
Posted: 15th Jun 2007 22:09
Thanx spooky, SET SHADOW POSITION fixed my problems even though it's not even in the damn help files!

Benny53, don't take this command too literal it should be called "set shadow light" not set shadow position so you have to pick some area in the sky. e.g.

set shadow position -1,0,1000,0
Posted: 15th Jun 2007 22:26
Yeah,I had my light at -250 on the y axis when I tried set shadow position. But when I put it at 250 on the y axis it worked. Its surprisingly fast as well. I got 70 fps on a physics demo with 101 objects with normal mapping and shadows.