Add a directional light with shadow castingon. Create another mesh on Render Layer 2. Position it so that it is in the shade casted by the "world" meshes from Step 1. Add a camera to the scene so that everything is in view, and preview it Note that culling Render Layer 1 removes a...
Bandaid fix for dim lightmaps when using directional toggle #102723 opened Feb 11, 2025 Fall back to Metal when Vulkan is not supported #102731 opened Feb 11, 2025 Fix interpolation on the end edge in non-loop animation #102733 opened Feb 11, 2025 Show enum integer values in ...
Contact shadows no longer display when shadow casting is disabled. Larger data types can now be constructed by swizzling in the shader language. For instance, vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; now works as in GLSL. The AMBIENT_LIGHT_DISABLED and SHADOWS_DISABLED fl...
Contact shadows no longer display when shadow casting is disabled. Larger data types can now be constructed by swizzling in the shader language. For instance, vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; now works as in GLSL. The AMBIENT_LIGHT_DISABLED and SHADOWS_DISABLED fl...
Contact shadows no longer display when shadow casting is disabled. Larger data types can now be constructed by swizzling in the shader language. For instance, vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; now works as in GLSL. The AMBIENT_LIGHT_DISABLED and SHADOWS_DISABLED fl...
Contact shadows no longer display when shadow casting is disabled. Larger data types can now be constructed by swizzling in the shader language. For instance, vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; now works as in GLSL. The AMBIENT_LIGHT_DISABLED and SHADOWS_DISABLED fl...
Contact shadows no longer display when shadow casting is disabled. Larger data types can now be constructed by swizzling in the shader language. For instance, vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; now works as in GLSL. The AMBIENT_LIGHT_DISABLED and SHADOWS_DISABLED fl...
Contact shadows no longer display when shadow casting is disabled. Larger data types can now be constructed by swizzling in the shader language. For instance, vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; now works as in GLSL. The AMBIENT_LIGHT_DISABLED and SHADOWS_DISABLED fl...
Contact shadows no longer display when shadow casting is disabled. Larger data types can now be constructed by swizzling in the shader language. For instance, vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx; now works as in GLSL. The AMBIENT_LIGHT_DISABLED and SHADOWS_DISABLED fl...