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→Making the Fakeshadow Surface: Text first draft; needed images in comments
=== Making the ''Fakeshadow'' Surface ===
Select the extended shadow origin locator (shadow_x_ori or shd_x_ori) and snap the 3D cursor to it ({{Key_press| Shift|S}} → ''Cursor to Selected''). Add a plane to the scene ({{Key_press|Shift|A}} → Mesh → Plane). This plane will become your fakeshadow surface!
<!-- Image showing freshly-inserted plane at origin locator with 3D cursor visible -->
Enable snapping ({{Key_press|Shift|Tab}}), select vertex mode, and use the ''Closest'' target mode. Make sure the corner locator (shadow_x_crn or shd_x_crn) is visible.
<!-- Small image showing snapping settings -->
Select the plane you created, enter Edit mode, and select all. Scale the plane in ''X'' and then in ''Y'', snapping to the corner locator each time. Flip the normals of the plane so that they face down, using {{Key_press|Ctrl|F}} → Flip Normals.
<!-- Image showing scaled, flipped plane -->
Assign your fakeshadow surface an SCS Material using the ''fakeshadow'' effect. [https://docs.blender.org/manual/en/dev/editors/3dview/object/properties/relations/parents.html Parent] the plane to your vehicle's SCS root locator.
<!-- Image showing fakeshadow material on fakeshadow surface -->
At this point, your vehicle has a functional fakeshadow surface! However, it may not fit very well yet. The surface can be subdivided and manipulated as needed. Be careful to ensure that the outside edges still cover the entire shadow volume.
{{Tip|The [https://docs.blender.org/manual/en/dev/modeling/meshes/editing/subdividing/loop.html Loop Cut] tool is useful for quickly subdividing the fakeshadow surface.}}
<!-- Quick GIF or video showing fakeshadow surface being subdivided and manipulated into final form. -->
=== Creating the Shadow Texture ===