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FSX:Self-shadowing ground objects

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malta
Hi everyone,
I don't know if anyone has already noticed this but there actually ground objects that cast shoadows on themselves and other 3d objects. Strangely enough it seems that not all objects seem to have this kind of property.
I have attached some images to show this.

Note the shadow in the interior part of the baggage cart. Strange thing the tow-truck does not have a shadow, not even on the ground.

Image1.jpg


Second image shows another strange thing. Note that the shadow cast by the vehicles is actually lighter than that of the aircraft.

Image2.jpg


Note the different shadow in the baggage cart and the shadow cast on it by the baggage loader next to it.

Image3.jpg


Certain 3d objects seem to cast shadows on aircraft as well.

Image6.jpg


It seems that only those objects that cast a lighter kind of shadow are actually self shadowing. One other thing. Although aircraft are self-shadowing it seems that they do not cast shadows on ground objects

Daniel
 
Interesting observations. It appears that the tow-truck was not modeled with a water-tight volume, otherwise it would appear as the other vehicles.

Best,

Owen
 
The FSX modelling SDK for 3DMAX has 2 options now (within the material editor). A standard Shadow and a new Volume Shadow. MS probably just did not compile all objects with the same options.

"Volume shadow" is what enables this self-shadowing you see in the screenshot, which btw is not limited to the object itself only. A terminal building at an airport that has been compiled with volume shadow would cast it's shadow on parked aircraft as well. I have not tested yet if the volume shadow is cast globally over any other object, but this is likely the case. A great feature, but right now probably too fps-intense to for massive useage.
 
Hmm I see. I didn't study the SDKs' thoroughly yet. Well actually I'm waiting for the Gmax one to be released. Very nice feature, though as you said it can be quite FPs intensive. It will surely save time in texturing though.

Daniel
 
The FSX modelling SDK for 3DMAX has 2 options now (within the material editor). A standard Shadow and a new Volume Shadow. MS probably just did not compile all objects with the same options.

"Volume shadow" is what enables this self-shadowing you see in the screenshot, which btw is not limited to the object itself only. A terminal building at an airport that has been compiled with volume shadow would cast it's shadow on parked aircraft as well. I have not tested yet if the volume shadow is cast globally over any other object, but this is likely the case. A great feature, but right now probably too fps-intense to for massive useage.

Hi Martin,

You're almost right. :) Standard shadow, or shadows created by shadow maps, are limited to aircraft only. For scenery objects to cast a shadow, they must be water-tight.

Best,

Owen
 
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