Shadows Missing

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Shadows Missing // New Users

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Post by johnhoward // Jun 15, 2007, 7:16am

johnhoward
Total Posts: 231
7.51-- I have constructed a very simple scene - a few objects - and find that shadows appear when I render from Model view, but none appear in Workspace view. There must be something basic I am doing wrong, but I cannot find it. Is there a switch in Workspace to turn off all shadows?


Thanks for any clues.

Post by parva // Jun 15, 2007, 7:29am

parva
Total Posts: 822
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hehe, yes. One of those things which shows that workspace is still nearly unusable. You can activate shadows for infinite lights and spot lights but not for omni lights, skyli. etc. from workspace... Don't ask me why. My tip: stay at Modeler site as long.
A switch to turn off all shadows isn't available but you can link lights and there attributes via the LE so that would be possible with some additional work.

Post by Steinie // Jun 15, 2007, 8:17am

Steinie
Total Posts: 3667
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Lights aren't very important...:rolleyes:

Post by om1nous // Jun 15, 2007, 8:25am

om1nous
Total Posts: 0
Do you all find yourselves staying in Model side? Cause I've been trying to use all workspace because it was suggested to do so. Mainly because they will be evolving to all workspace anyhow. But I'm getting into trouble doing this as I'm creating things with DX9 textures that can't even be rendered, and I didn't know that (because the manual didn't make this clear).


So I assume I should really stay on the model side for now? I was only using the workspace mainly for the GPU, because it renders a ton faster ;).

Post by Steinie // Jun 15, 2007, 9:05am

Steinie
Total Posts: 3667
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om1nous, reading some of your other post I can tell your not having a very good time with this software. Here is what I do and I'm fairly satisfied.

If you want real time renderings use the DX9 stuff on the workSpace side.

If you want VRay renderings and working on the workSpace side only use the VRay shaders.

I don't use Modeler anymore. There are times I wish such and such tool was on the workSpace side. I just try to figure out another way to do it.

For example I wanted to create a hose which would be easy to make in Modeler using a path.

In workSpace I'll create a long box, add edge loops, rotate a few edge loops and apply Subdivision Surfaces.

The new tools are worth learning for their power and ease.

Post by johnhoward // Jun 15, 2007, 4:24pm

johnhoward
Total Posts: 231
Parva,


You write,


"You can activate shadows for infinite lights and spot lights but not for omni lights, skyli. etc. from workspace... Don't ask me why."


Please say how. I find nothing in panels or settings other than the color of the light. I have checked in Model view that shadows were turned on for certain lights. They show up in Model view render, but no shadows in workspace.


Thanks again


JH

Post by rrf // Jun 15, 2007, 5:02pm

rrf
Total Posts: 319
johnhoward,


I just tried the lighting in 7.5 - make sure you have a surface (like a plane for the ground) on which to cast shadows. I got shadows right away on Model side by turning shadows on (like you did). When I switched to WS, I found that the existing lights did not cast shadows without rendering until I added a spotlight from WS. So that may be it - try adding the lights from WS instead of Model.


I don't know if this helps, but hope it does,


rf

Post by rrf // Jun 15, 2007, 5:09pm

rrf
Total Posts: 319
If you add the lights from WS first, you'll get shadows in WS and can still adjust them in Model side too.

(testing even as I write...:) )

rf

edit: oh man !....look at all the adjustments...so much to learn and not enough time....

Post by parva // Jun 15, 2007, 11:05pm

parva
Total Posts: 822
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Please say how. I find nothing in panels or settings other than the color of the light. I have checked in Model view that shadows were turned on for certain lights. They show up in Model view render, but no shadows in workspace.


Thanks again


JH


Infinite light was wrong. I meant Directional light (even if I see no difference expect the "more" realtime use of Directional light).


You can activate shadows in the LE or in the Stackbar (the right panel) if you select the object and move to the "default" aspect.

http://www.parva-project.de/stuff/ts/ts7/lel.jpg

Post by Leif // Jun 16, 2007, 12:41am

Leif
Total Posts: 276
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You can turn on/off shadows on infinite lights and omni lights in LE by navigating down to the TSCompatibleLight panel, in Link Editor. (Dont be afraid of trying this, it won't bite you :) )


I hope these are helpfull:

In the Link Editor window -

(If you don't have one open, you can use the Anim view window by clicking on 4D symbol and changing it to 2D, and the Link Editor now shows up)

- see the name of the light you want to modify: here it is InfiniteLight. Click on orange square, and the infinite light is entered:

6892


Then, find DirlightShader, and enter it (click on the orange square).

6893


Now you see TSCompatibleLight, but in order to see the whole panel, navigate using the navigate widget, pulling the small rectangle downwards with mouse pointer.

6894


Now you see ShadowEnabled tickbox. Check it (click in it) and shadow is enabled (for that light).

6895


Navigate out again in Link Editor by clicking the orange triangle beside the 2D symbol, twice. Then change from 2D to 4D if you want to get back to the Anim view...


(It is the same process for omnis. In Link Editor enter Omni in the first step, and then enter LocalLight, then look for TSCompatibleLight, and the ShadowEnabled tickbox)


I DO hope this helps, *LOL*!

Post by parva // Jun 16, 2007, 12:53am

parva
Total Posts: 822
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Yes it works.

Leif is right, you must search the "TScompatible" brick in the ligths LE. There you can enable shadows.

Post by splinters // Jun 16, 2007, 1:54am

splinters
Total Posts: 4148
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One for 7.6 then?


If the shadows can be turned on, and we as artists, want them on in our scene...then why should it be so 'difficult' to do this for these particular lights?


I find the LE a little complex when I am in 'creation' mode and really don't want to navigate the LE just to turn a shadow on...:o


Maybe this is why I spend so much time in model side...:rolleyes:

Post by jayr // Jun 16, 2007, 2:02am

jayr
Total Posts: 1074
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I've got to admit i find this really annoying. The link editor is a great idea but i thought it was for more 'advanced' stuff like programing or something, not switching shadows on and off or changing the brightness of a light.


I really hope these options are put in the stack soon where they belong.

Post by weaveribm // Jun 16, 2007, 3:36am

weaveribm
Total Posts: 592
I'm looking for a way to set up lighting so the scene I'm working on looks exactly like the well-lit scene in 7.11 please

An Area light and an Inflight only...

How to get the lights' parameters from 7.11 into 7.51 is proving very frustrating after hours and hours

Can someone who's been through this torture (no really - it is tortuous after a couple of days pegging away) please run through the important bits? There must be something vital I'm missing*

Room interior. Window glass neither casts shadows or takes shadows. The interior is either blindingly bright (Vray render) or lit ok but massive artifacts that increasing/decreasing samples does not cure. It was the same under 7.5. Under 7.11 in Model window everything is fine. Soon as I try the Workspace window I know I'm in for huge frustration it's very demoralising - but if I can only duplicate the 7.11 Model window lighting. It's a complex scene but TrueSpace is one application surely Workspace talks to Model. Bridge on and Full Merge

How to make the two lights not take or cast shadows? That would be a start please, in Workspace/LE

*I'm remembering as I write that the area light blocked the inflight at one point

Peter

Post by DigitalSoapbox // Jun 21, 2007, 9:52am

DigitalSoapbox
Total Posts: 71
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Sure, you can dig down into the LE to turn shadows on for infinite and omni lights, but I think the point that people are missing is that:


YOU SHOULDN'T HAVE TO.


There's too much digging to get to a lot of features that should have very simplified, top-level guis. That's where I hope future development work on tS7.x from Caligari concentrates on: now that most everything is working (although Workspace still seriously lacks in modeling tools, the widgets constantly get in the way when trying to manipulate objects, etc.), they need to make the interface a lot easier to deal with. This is NOT something that needs a "you just need to learn the way it works now" comment, there are some serious interface shortcomings that need to be addressed. I mean, it's a hell of a lot easier to jump into Maya or 3DSMAX and do stuff as compared to the Workspace side of tS7, because they put all editable object attributes in a place where they're easy to edit - and they don't try to make one modeling tool do 10 things, they add additional icons/tools which do very SPECIFIC things, which is a lot more useful that much of the context-sensitive stuff Caligari is trying to do w/ tS7. tS6.6 had a nice balance between context and generalized tools, and tS7 is depending WAY too much on too little in the way of user interface.

Post by Burnart // Jun 21, 2007, 2:39pm

Burnart
Total Posts: 839
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Gee - why does this conversation sound so familiar? Guess its just because the same issues of usability re lights keeps coming up!

The following all refers to workspace. I notice when you select a light changeable parameters appear in the panel view. You get next to nothing for some lights and have to dig into the LE for extra features.

If for a particular light shadows are not recommended for realtime viewing because they chew up resources for big shadow maps then why can't it have the parameter available with a message telling you its not advised? Let the user rather than the software decide without having to navigate the LE inter-dimensional maze.

Personally I think all the standard lighting parameters should be available in the panel view - colour, intensity, shadows etc there where the user has immediate access. What colour your ground checks are is permanently accessible but light parameters you have to search for!
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