got it done. 4.26 for that matter. (still nice to work in. just looks alil different then 5.3.)
steps:
- glass unlit so it receives no backlight. it is rendered without receiving shadows.
- spotlight shadow bias gotta be lowered. so it does properly cast in the helmet. i downed it to .1 whithout messing up world shadow rendering.
- i did seperate meshes for inside and outside. not sure what distance fields do.
- the helmet needed a lil remodel. gotta avoid harsh edges or light will “bleed in”. basicly you gotta model a sphere. mathematical issue with the normals and specular, i reckon.
casque.zip (109.8 KB)
ambient lighting inside can be faked with skylight or whatever you wanna put in there.
unfortunately i dunno howto not have volumetric fog inside the helmet, rn.