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?
Its a game engine :D 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…
I know lol. It's just a little cumbersome, when u think of an idea but it's not that simple to implement. If this was possible, it woud save a lot of lighting artists time and effort though :wink: I thought of the capsule indirect shadows but that would be too cumbersome, since u are trying to get a reasonable amount of…
You don't need any uv for option 3. Shadow is like a projector. Pretty much like a decal. Its the object shown from the light's perspective. To simulate omni/point light, you would use a cubemap depthmap of the object, captured from the light location. For directional light, its simpler. Imagine like you place a camera on…
Sure, thats why it takes an offline approach by baking textures, so you can apply expensive filters, like a high quality, wide kernel blur without affecting performance.
I have some inhouse plants that move softly with the wind using simple grass wind. Since they are indoors, they are not directly lit by the sun, so they would need indirect shadows for the movable mesh, hence the consideration of a negative light to get the indirect shadows. I thought distance field indirect shadows would…
Distance field shadows doesn't work with moving things, because the distance field representation is static, and pre calculated. What are you trying to achieve?