A Shadow On The Sky

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A Shadow On The Sky

Postby Zander » Fri Mar 07, 2008 1:28 pm

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How can anything be casting a shadow on the sky when nothing impedes the passage of light? I know it isn't in the sky texture...

(I had to crank all the lamps up way over the values given in the tutorial to get any light at all, which I put down to Age Five being bigger, but now this has happened. Also the side of the island is glowing in places, and I'm fairly sure I didn't Write in any radioactive material...)
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Re: A Shadow On The Sky

Postby D'Lanor » Fri Mar 07, 2008 1:33 pm

You can set the material of your sky to Shadeless.
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Re: A Shadow On The Sky

Postby andylegate » Fri Mar 07, 2008 1:41 pm

Zander, keep in mind things in the Age don't cast shadows. If you don't have Shadeless on in the Materials tab on that object, it will act as a light is shining on it, brighter surface towards the light source, darker away from it, but it will NOT cast a shadow.

What is happening with your sky, is the shape the mesh is, causes what you're looking at there to look darker than the rest.

Skies don't have shadows, so as D'Lanor said, click on the button marked "Shadeless" in the materials tab on your sky mesh, and it will not act like light is shining on it.
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Re: A Shadow On The Sky

Postby Zander » Fri Mar 07, 2008 2:42 pm

Okay, thank you yet again. :)
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Re: A Shadow On The Sky

Postby Zander » Fri Mar 07, 2008 3:16 pm

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And the strangenesses continue...I finally managed to get my sea plane in and actually textured, which is nice, but why does it have a slot in it? I didn't order a slot... :shock:
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Re: A Shadow On The Sky

Postby Robert The Rebuilder » Fri Mar 07, 2008 8:17 pm

I'm not able to tell by your image where the slot is, Zander. Could you somehow highlight where it is?

One guess is that the texture coordinates for that portion of the plane are screwy. To reset the coordinates:

- Right click on the plane to select it
- Change the mode to "UV Face Select"
- Hit the A key to select all faces. [They should have a pink highlight to them; if not, hit the A key again.]
- Hit the U key to get the "UV Calculation" menu, then select Reset

Then you can adjust the coordinates manually in a UV/Image Editor panel until it is to your liking.
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Re: A Shadow On The Sky

Postby Nadnerb » Fri Mar 07, 2008 8:53 pm

I'm guessing you've fallen victim to the infamous ambient light "feature". Check your material's shader panel for the "Amb" slider, and set it to 1. (it's probably at the default of 0.5)
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Re: A Shadow On The Sky

Postby Zander » Sat Mar 08, 2008 1:36 am

Robert The Rebuilder wrote:I'm not able to tell by your image where the slot is, Zander. Could you somehow highlight where it is?


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:lol: EDIT: by George, you're right. There's a square hole in the mesh, one vertex is missing. Where on earth did that come from? And how do I fix it?

Nadnerb, I'm not sure if that's for the sky or the sea, but I'll try it with both. And obviously I'll need some help finding more workable water textures at some point...:)
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Re: A Shadow On The Sky

Postby Owehn » Sat Mar 08, 2008 2:23 am

The quickest way I can think of to patch a hole like that is to select the vertices all around the hole, press e (extrude) and select "edges", then press s (scale) and type 0, enter. Then in the buttons window find "remove doubles" under "mesh tools" to get rid of the extra copies of the new vertex. (Note: it's been a long time since I blendered anything, so there might be an easier way to do this.)

You'll probably have to check to make sure that your texture is still applied how you want it.
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Re: A Shadow On The Sky

Postby Jojon » Sat Mar 08, 2008 2:47 am

Umm, if we are talking about the blue rectangle and it wasn't intentional, why not just select the surrounding vertices or edges, as you said and press F, to create a new face? :7 (...and then let Blender give it a new UV from its neighbour.)
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