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#1
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under the shadow demo movie there is a link to download the shadow.py module file
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#2
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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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