heh, looks like this all blew over before I got around to reading the forum again.
The attenDist fix was not what fixed the shadowcasters, it was simply added because having large and/or non-ten attenDists in the shadowMasters caused severe clipping issues with shadows, and because every Cyan shadowMaster I've seen has had an attenDist of 10. The change that fixed the shadowCaster was changing the way it was referenced in the sceneObject.
Now that we do have shadows, you will need to remember to turn off shadbuf in all your materials to prevent them from
casting dynamic shadows just like your avatar does. Allowing everything to cast shadows will both look horrible, and bring graphics card to it's knees. If you have very large existing ages you will probably want a fast way to disable this property on all your objects. This can be done with a simple script.
- Code: Select all
matList = Material.Get()
for mat in matList:
mat.mode = mat.mode & ~Material.Modes["SHADOWBUF"]
For those who don't know, you can execute python by typing it into blender's python console widget, which is available from the scripts window. (Scripts > System > Interactive Python Console)
Also, since this was brought into question: object shadows are useful already, because we do in fact have moving objects. Kickables.
Edit: And for those that don't want to type that out.. (hopefully nobody
) you can drop
this in your blender scripts directory and select it from (Scripts > Materials > Clear Shadbuf)