After the AO (useless) and normal maps baking, I've done the diffuse and now I'm facing a shadow issue with my distant terrain. As images will explain better than words, here you go : In the first one, sun is higher (almost noon) than in the second one, compare shadowing of the dt versus the terrain itself. Here are the diffuse and normal : And the materials.cs setting : Code: singleton material(nurburg_distantterrain) { mapTo = "nurburg_distantterrain"; colorMap[0] = "nurburg_dt_d"; normalMap = "nurburg_dt_n"; translucentBlendOp = "None"; }; Does somebody know what might be the issue ? Thank you !
I believe that you are getting that because of the normal map. At such distance, shadows are not visible, what you see is the normal map still affecting the lighting. The extents have one, and it's affecting the lighting. Terrain not, and the sun being directly above it means the thing is fully lit.
Thanks for the answer Nadeox1, I forgot to precise that I tried without the normal map, and I get this : The same thing without the normal details. I don't know if it might be relevant, just in case its 16*16km and have 64*64 faces. Setting it to "emissive" remove those "shadows".
Uhm, it might be the terrain details goes lower the farther you go from it. The normal view you posted in the first post shows it's completely flat, while the surroundings are not. I mean, from such distance, it's not that odd, the terrain is being simplified to save on resource, as you don't see tiny details from up there. You can tune that if you want (I'd not suggest) by changing the 'error' value in the terrain parameters (scene tree)
Well, I'd make a video if my graphic card and its drivers weren't that old. Distance doesn't influence those shadows, they look exactly the same no matter the camera distance : As for the flat normal map were the terrain is, that was empty (transparent) and filled that way by the Intel texture works plugin for Photoshop when I converted from PNG to DDS. I added the files if anyone what to have a direct look at this :
You have the details in one of the previous thread you helped me on : https://www.beamng.com/threads/how-to-properly-bake-textures-for-distant-terrain-blender.59209/ Last post mainly. Thank you so much for taking some time to have a look on that EDIT : What do you call the extents ? The edges of the normal ? Note that the last two pictures are the model without the normal texture... Those weird shadows aren't due to the normal (I cleared the cache after removing the normal in the material.cs).
Ah, forgot about it. I'm calling extent the mesh around the real map. Can you please check disabling the normal map on the extent, to see if they are doing something wrong? I'd be expecting the extent to have the same lighting as the map, especially if the sun is directly above them.
I was trying to retrace the steps I've done for the normals as anyway I'd like to have them as correct as possible. I'll post that this afternoon or tomorrow probably. Hum, I'm still lost on the extents thing. I've searched online for beamng or torque 3D with "extents" and "normals", I found your "simple_map" but not how to edit the normals for the extents. Could you please tell me how to ? I found this in the "Visibility modes" in the editor : What is the "Advanced Lighting : Normals Viz" ? It fits with those shadows sort of. --- Post updated --- As it's been a month more or less, I've redone it from scratch, to be sure : Blender cycle Create two grids at 0/0/0 (65 and 2049 subdivisions to have 64² faces and 2048² faces respectively) with 16000 X/Y dimensions Create one plane at 0/0/0, 7999.9 X/Y dimensions For the two grids : displace modifier with the DT heightmap as texture, strengh set to 730.487 and then apply Shrinkwrap modifier with the plane as target, project Z negative, move down the plane and then apply Remove the plane Edit mode, front ortho view and remove the faces moved by the shrinkwrap modifier for both grids. Now I have a low poly and a hi poly of my DT. I duplicate the low-poly, smooth shadows and then export as collada for BeamNG. Select the low-poly, add a material, create an image in the "UV/Image editor", edit mode, select all faces, top ortho view, unwrap with "project from view (bounds)" Select the hi and then the low-poly, go to bake, select "normals", active to selected (distance = 250, that's necessary because the two grids are quite far from each other in some places), margin to 0 and bake, I get this : Now I add a multiresolution modifier to the low-poly mesh (set at 5 for the two grid to have the same number of faces), bake and I get this : I imported that into BeamNG, with the normal and without. I get the same thing as above.
There's no real name for this thing, I just call them extent because they go past the actual level extension In the first screenshots, the normal of the extent looks quite wrong. It should be close to the terrain, but in here it's completely different. Can you please check with no normal map applied to that mesh material?
I'd like very much to but i'm sorry I can't find where to edit/find that, could you point things out please ? Which mesh ? I don't see anything in my level that fit what you describe me, is it in the game steamapp folder ?
This is the mesh / extent I'm referring to: The outer thing around the actual level. The normals are looking wrong from the pics above. I suspect it's the normal map you baked. You should check removing/disabling the normal map from its material and see if the lighting is closer to the terrain's one then
Ah, the distant terrain I made. Well I've done that. It just remove the details from the normal : dt with normal map // dt without normal map The "Advanced Lighting : Normals Viz" screenshot I post above is taken without the normal map for the extent.
It does not make much sense to me. Can you please send the level or smth? I will check as soon I have some spare time.