Simon.Anderson Posted January 25, 2017 Posted January 25, 2017 Hi there, We are currently upgrading from Unigine 1.0 -> 2.3.1 and realised object::setReceiveShadow() has now been deprecated - but there is nothing in the migration guide about an alternative. Do I now have to set this flag directly via the material? Or is there a way of doing programmatically in UnigineScript/C++? Any help would be much appreciated. Cheers, Simon
qubblr Posted January 25, 2017 Posted January 25, 2017 Hi Simon, since Unigine 2.0, setReceiveShadow() has been removed for good due to the deferred renderer design, and, unfortunately, there is no alternative.
Simon.Anderson Posted January 30, 2017 Author Posted January 30, 2017 Hang on, so how do I make it an object not have shadows? There must be a way of doing this right? Many of the textures in our scenes have baked shadows to increase performance - this is a standard technique.
silent Posted January 30, 2017 Posted January 30, 2017 Hi Simon, You still have control over shadows in material: Cast shadow / Cast world shadow options are still there (the same is applied to mesh surfaces as well). You indeed right now can't tell to the specific object or material to not receive shadows. If you have buildings shadows baked into the ground material and you don't want additional shadows from the buildings you have two options: For the buildings material disable Cast shadow / Cast world shadow option For the ground material and every light source that you do not want to see shadows set different Light masks in Nodes window (objects still will be lit by the light source because of the deferred rendering pipeline, but there will be no shadows on the ground) Depending on the use-case you can choose different approach. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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