View Full Version : recieve shadows but not cast shadows
Hey guys, is there a way for objects to recieve a shadow but not cast one? we are trying to add grass to a level and want to use lightmass of course, but if the grass casts a shadow and gets lodded away there are big black spots on the map - of course we would like to have trees or rocks casting a shadow on the grass though.
seems to be working for me. maybe it's something about the grass material? set to unlit or something.
yeah thig is, as i'm using foliage volumes, the options are not exactly the same - i now have it not cast any shadows but now it also doesn't recieve some, i think i'll have to try around more
ok can't seem to get it to work :(
however, if i'd like to reproduce the lodding of the foliage volume how would i tackle such a thing with static meshes, is it even possible? i know that it might be doable with vertexshaders but then i can only use translucent materials, which is for masses of grass reall not a rout i would like to go.
08-02-2010, 05:16 AM
I haven't used foliage volumes because they lit up rather craptastically, so what kind of LODing? Static meshes support four different LOD models.
08-02-2010, 07:52 AM
Yeah but last time I personally worked with static meshes lodding in Unreal it was with UT3, and it was poping. You cant afford to make plants like grass pop nowadays.
on foliage the plants get scaled smaller by distance and therefore fade out, way nicer than just popping them away, but i guess i'm gonna expand the shader fopr the static meshes and then change the alpha via distance so its fades out as well - can't seem to find any way to use lightmass with the foliage :(
08-02-2010, 07:57 AM
UDK foliage demo has examples of screendoor fade on static meshes which is useful for foliage and LODs
ah already built in, nice :)
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