11-10-2010 08:08 AM
I have been seeing a lot of sculpts advertised with the feature that they include the shadow maps. What is the deal with those? From my understanding shawdowmapping is not even supported in SL.
11-10-2010 08:39 AM
Well in Blender you would create a AO (Ambient Occlusion) as a texture on your scupt.
It works quite well, there are some tutorials on how its done
11-10-2010 08:53 AM
Most probably "shadow maps" is "ambient occlusion baked into textures". At least this makes the most sense to me. Just for completeness: Ambient Occlusion (AO) is an artificial calculation of how many environmental (ambiental) light (light without direction) can get to each point of your object surface. This gives a reasonable darkening where the object occludes itself from ambiental light. (this is mostly where the object is concave). AO-maps are completely independent from the light setup. so this is not equivalent to casted shadows:
Sometimes "shadow maps" could also mean : "casted shadows baked into textures". That measn the object has been illuminated with a certain light setup, then the casted shadows are calculated and baked into the sculptiy texture. This is different from the AO-maps in such that the casted shadows are clearly dependent from the light setup. Since in SL the light is changing "all day" casted shadows on sculpted prims only makes sense where the daylight is not of concern.
11-10-2010 10:36 AM
They're not real shadow maps (lightmaps). They're probably just shading, baked in a 3D modeling program like Maya, Max, or Blender, by way of ambient occlusion, scene lighting, or both. Most likely, the creator expects you'll use them as overlays on your texture in Photoshop, to add some faux shading.
- The Doctor
11-10-2010 01:08 PM
But shadows in SL only work on certain specific video cards. The majority of cards that are perfectly fine for use in SL do not support the way that SL does real-time shadows. That is why it is a hidden feature. It won't work for most of us.