mikebart 1 Posted December 1, 2008 Topic title pretty much says it all, some shadow painted into vertexes combined with shadow maps should look pretty nice, basically I'd like to be able to shade foliage like this: edit: or as an alternative, is it possible to have vertex blended materials? Share this post Link to post Share on other sites
mikebart 1 Posted December 1, 2008 Quote[/b] ]Vertex PropertiesShift+E Lighting properties like "Always in Shadow" should no longer be used, as you can do the same thing with materials, but better (more generic concept). Most important reason is that lighting properties are defined now per-vertex, but lighting is done per-section (it was per-vertex with SW TL which is obsolete now). The conversion of point lighting flags to a section based one is not straightforward and may introduce many artifacts. Shining = emissive {1,1,1,1} ; diffuse[]={0,0,0,1}; ambient[]={0,0,0,1} Half Lighted = diffuse = {0.5,0.5,0.5,1} ; forcedDiffuse {0.5,0.5,0.5,1} Fully lighted = diffuse {0,0,0,1} + forcedDiffuse {1,1,1,1} Warning! ambient, diffuse and forced diffuse are additional values that combined together result in pixel color Shadows are cast only in limited area around observer. If you want some surfaces (building interiors) kept always in shadow, you should add this line to RVMAT renderFlags[] = {AlwaysInShadow}; ok, I found this in the O2 manual, I must have overlooked it before, ill have a play around with these settings but can anyone confirm that im on the right track? Thanks in advance Share this post Link to post Share on other sites
Linker Split 0 Posted December 2, 2008 well, it's a bit different, cause what you want to achieve (at least what I understood from your posts) is a shadow-per-vertex. the RVMATS are per-section, so in a generic way (as said in the quote you quoted) Share this post Link to post Share on other sites
mikebart 1 Posted December 2, 2008 thanks Linker, per section sounds good enough for what I want. Share this post Link to post Share on other sites