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Old 12-23-2011, 12:36 PM
saajaja saajaja is offline
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Join Date: Nov 2011
Posts: 14
thanks, I found it.

I tested the dynamic shadow thing on an older version of the model with baked shadows.
without.png is what it looks like without dynamic shadows
with.png is what it looks like with dynamic shadows.

here is my script
------------------------------------------
import viz
viz.go()
ground = viz.add('behJul2011.IVE')
SHADOW_RES = 256
SHADOW_POS = [0,50,0]
#Controls size of orthographic shadow projector
SHADOW_AREA = [100,100]
import Shadow
shadow = Shadow.ShadowProjector(size=SHADOW_RES,pos=SHADOW_ POS,area=SHADOW_AREA)
shadow.addCaster(ground)
shadow.addReceiver(ground)
---------------------------------------------------------

...So it looks like that won't be my quick and dirty solution.

The euler in the Shadow.py constructor is set to [0,90,0] by default. If I change

shadow = Shadow.ShadowProjector(size=SHADOW_RES,pos=SHADOW_ POS,area=SHADOW_AREA)

to

shadow = Shadow.ShadowProjector(size=SHADOW_RES,pos=SHADOW_ POS,euler=[30,90,30],area=SHADOW_AREA)

in the tutorial's example.py, nothing changes. Can dynamic shadows only be cast directly from above?

Back to the original problem with baking shadows, is there a recommended method of texturing objects in 3ds max that will work better than the way I described in my first post?
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Name:	with.png
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Name:	without.png
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Size:	421.0 KB
ID:	473  
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