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Shadows under Scenery Objects; ORBX

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I noticed that ORBX have ingenious 'shadows' that appear under their objects which give them a very photo real effect.

I didnt now you could have fuzzy, blendable shadow textures with scenery objects. Very nice idea. Congrats guys.

Dare I ask how you do it? Just a semi-transparet texture with a nice alpha for a transparency zone?



Bill
 
Yep. I got mine from a series of freeware Russian vehicles, and modified it to my taste.

Note the shadows under the jeeps and ramp equipment, those are polygons with the shadow texture:

classic_libraries.jpg


What I do is give them a no_shadow attribute (via Model Tweaker, as I remember, but it can be done in MCX too I think) in case someone has ground shadows turned on.

Hope this helps,
 
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Bill, pretty much.

I can't speak for anyone else, but:

With scenery economy is important, so a common material with shadow properties is what I use.

With Max, it is simply a matter mapping the area you want on the shadow material, then using the render to texture feature to outline a shadow, then inverting this to use as alpha on a semitransparent texture.

"No shadow" is part of the material properties, and the same material is used across all shadows ... mapping to other bits.

Other developers use their own technique, no doubt.

Z-testing may not be required (parallel to ground)

Also, a shallow "pyramid" works better than a single plane (to avoid flicker)

For even more economy (performance) ... shadows can be burned onto the ground texture.
 
Thanks HC for the heads up. I hadnt thought of flickering. I guess the shadow would need to probably be up a bit to help that from occurring.

Thanks Tom for showing those.

Another tidbit of todays cool scenery technology.

The ORBX scenery objects I had seen blew me away. It was so nicely done it was photo real. Really helps with the object realism.




Bill
 
The ORBX scenery objects I had seen blew me away. It was so nicely done it was photo real.
They must have been from one of the other more talented developers.

I'm. More of a paint-by-numbers guy than an artist!



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