Could you try making the material opaque and then check the lighting. I suspect the shader is suspect here? The assumption could be wrong.
Hi everyone, I have an issue related to lighting in planar objects. I modeled a wall that has a kinda paper wall texture and I want to make an effect where some pieces of the wall are torn apart. So these pieces of the wall are simple tessellated planes, stuck to the wall and I vertex painted some transparency to make that torn apart effect I’m looking for.
As long as I know, a two-sided material would be enough to make the planes cast shadows behind them against the wall, also tried enabling Two-sided Lighting in the mesh settings… But still, I don’t get it to cast any shadows once the light is baked…
It is a bit desperate, I spent quite a lot of time investigating this issue and I couldn’t really find a proper solution in the community, so please, I would be very grateful if anyone could lend me a hand.
Here are some images illustrating whats going on in the scene.
You can see the planes are basically stuck to the wall, overlapping just on the edge of the paint peels with the wall surface.
On the other hand, in the mesh details panel I checked both two sided Lighting and Two sided shadow, but still got this lighting bake result… no shadow casting from the wall peels planes…
I hope this is useful to make it easier for you to help me. And really, thank you to anyone who helps !
Oh my… that was it. THANK YOU very much. So I have a question about this… I want to paint transparency on these planes to make them look broken, torn apart, but with the material set to opaque, I cannot do that. Is there any way I might make a combination of both things? also, getting the plane to cast shadows according to the transparency mask painted through vertex paint?
Maybe making the material translucent instead of masked?
Again thank you so much for your help iyra!
I would use geometry in the shape of cutouts rather than painting them inside the engine. Not an ideal solution but if you still want to paint, you could use a similar looking cutout geometry to cast shadows and be hidden in game.
Not a bad idea at all!! So in the case I still use VP, you suggest me using a copy of the mesh which will cast the shadows with a similar shape to what the painted version will be, so the shadow fits as close as possible to it. Even after making it hidden in-game though, will it still cast shadows? Gonna check it out.
Thank you very much for your help !