Using dither opacity works wonders for translucent objects but when animation is added, there is this noise that appears that tend to lag behind the mesh as it moves.
Also is there a way to place a dynamic light to only cast shadows but not light the object using lighting channels?
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As for the second question, I'm very cerain you can't.
https://answers.unrealengine.com/questions/10390/requestnegative-lights.html
EDIT: Distance field shadows doesn't work with simple grass wind plugged into world position offset?
I thought distance field indirect shadows would work.
I don't know why we can turn off lights shadows, why can't we turn off lighting and let the shadows remain to simulate indirect shadows? That would be an easier way. Lighting is such a complex phenomenom that most times, u have to break some rules to get the direct results easily and I think there is yet to be a true renderer that graps the true workings of light imho.
But there are several workarounds, none of them are easy though.
1. Custom shadows using blueprints. This requires some blueprints knowledge, but it can be used to make fake shodows too:
http://shaderbits.com/blog/custom-per-object-shadowmaps-using-blueprints
2. Capsule indirect shadows on a skeletal mesh. The downside of this is that you would need to convert your mesh to skeletal and have a skeletal animation.
3. This would require some pre processing, and agian, some blueprints knowledge. You could put a real light there, make the object hidden but cast shadows. Render the animated shadows into several textures, and later just play it back by swapping the textures in a dynamic material instance. I think I would go with this because its fairly easy to control and set up.
I thought of the capsule indirect shadows but that would be too cumbersome, since u are trying to get a reasonable amount of leaves movements for the shadows.
Thanks for the workaround, mate. These look dope.
Option 1 looks very interesting. Does this handle cast shadows on other objects or self shadowing? I think I have to start learning blueprints on a serious note. I hear it is very powerful.
Isn't that the blog of Ryan Brucks. I remember watching this:
https://www.youtube.com/watch?v=QGIKrD7uHu8
I absolutely have no idea what he says in this video. It's like another language
About option 3. Can u chose the uv sets to bake the shadows to. Also, does this involve the use of the flipbook animation blueprint. But I am wondering if simple grass wind movement is random but I don't think the animated shadows baked to textures need to be accurate.
If its not too much trouble, can u give an outline of how I can go about doing this?