• 3D Skybox casting shadows onto map below it
    6 replies, posted
I've been making a map that has two layers to it, the top layer is an open area that also has a 3D Skybox, the problem i'm getting with this is that the displacements that are inside of the 3d skybox are casting shadows onto the second layer of the map. My map only has 1 sky_camera entity that is located in the 3D Skybox, the 3D Skybox also has its own area+skybox. The displacements that are inside of the 3D Skybox has no Hull, Physics, or Ray collisions. I have tried moving the 3D skybox below all the other layers of the map and in different locations but it has no effect on the shadows that is casts on the world, I have also tried disabling Dynamic Shadows, Messing with lightmap scales. I am also only using the 2D skybox material for the areas of the map that should not be seeing the 3D Skybox.
Check wheres your sun entity is
Light_Env is at the origin of the world and so is the env_sun. In-fact i also tried messing with the 3D-Skybox skyboxs size and after making it smaller the entire bottem layer is now covered in a shadow
Your lower layer is probably obstructed by brushes and void outside of the 3d skybox. You gotta figure the camera height. Really think abound both layers. Maybe you should prioritize the bigger layer for the skybox placement, anyway. Snap is a full build cube. I was also messing with a 'dual' skybox. It's bit of trouble to make the entirely disappear when on the the lower layer. With cheap terrain it may work. The lighting angles aren't the greatest tho. Obviously pitch limited. That's good for dusk and dawn tho. https://i.imgur.com/efrbOaP.jpg https://i.imgur.com/QGLiLzf.jpg
I'm not quite sure what you mean? If i compile without the 3D skybox included, lighting is completely fine and no shadows are being cast onto the bottom layer. The 3D skybox is also only used for the top layer, everything else just uses a 2D Skybox
Try adding -noskyboxrecurse in VRAD's parameters.
You're a saint, that fixed my issue completely!
Sorry, you need to Log In to post a reply to this thread.