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Stencil Shadow with open mesh?
#305647
01/16/10 00:24
01/16/10 00:24
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Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
OP
Expert
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OP
Expert
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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Hi..
I´ve a little problem. I got a Link 3DS model (Zelda) from a friend. But the Model has 356 Open Meshs. That´s becaue everything is made as single part.
Now i need stencil Shadow in the project.. but with open meshs, it looks aweful...
Any way to fix that (without remodeling everything)?
Edit: tried with Unitx3D and it worked.. what´s with A7?
Last edited by Espér; 01/16/10 03:29.
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Re: Stencil Shadow with open mesh?
[Re: Espér]
#305781
01/17/10 10:55
01/17/10 10:55
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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from the manual: Stencil shadows require models consisting of closed meshes. The meshes must have no holes, and no polygons must intersect each other or touch each other with their flat side. Otherwise rendering errors (dark lines projecting from the model to the shadow) can be visible. In a closed mesh, every edge is shared by exactly two triangles. If the model's mesh is not closed, create a closed mesh LOD model or shadow model for shadow casting. The MED mesh tester can be used for determining whether a mesh is closed or not.
I think, you have two choices: - close the meshes - try other shadowing technique (decal shadow, for example)
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Re: Stencil Shadow with open mesh?
[Re: Quad]
#305807
01/17/10 13:38
01/17/10 13:38
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Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
OP
Expert
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OP
Expert
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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i can´t, becasue some of the vertexes overlap with merging.. and than the skinning is destroyd ^^ ( tried it with link and Tail )
Last edited by Espér; 01/17/10 13:38.
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