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Alpha map casting shadows

polycounter lvl 8
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Paulod polycounter lvl 8
Hi,

Is it possible to have the alpha map of my glass material casting shadows? I don't want to mask the area completely like you can using the alpha test. I want the shadow to take into account the opacity of the alpha map.

Any ideas? This seems to have been asked a few times and as far as i remember its possible in UDK.

Thanks!

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  • Legend286
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    Legend286 polycounter lvl 9
    It's only possible in the UDK because there is no real-time lighting, it's baked into lightmaps so they can do more advanced effects like raytraced refraction through glass ie stained glass windows. However, you can always fake this effect with a cookie texture. Or, if you're doing something like a window, use an area light with a cookie which matches up with the window and enable all the fanciness like texture reflections and play with the glossiness.

    Although, that's not to say it's impossible to have such shadows in real time (there was support for particle shadows a while ago, but as far as I can tell it doesn't seem to work in the latest sandbox... but it is possible.)
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