Lighting a model rendered with particle systems?
I've run into a problem while completing Zachariah Scott's wheat field tutorial and the model shadow tutorial but ran into a bit of a problem when I couldn't get the particle to react to lights, aside from generating shadows.

Here's what it looks like:
http://i.imgur.com/pw79Bnp.png
I'd like to know what I'm missing here.
Last edited by ❅ Mᴀɢɴᴀᴛᴜs Nɪx ❄; Aug 6 @ 12:25pm
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R234 Aug 6 @ 2:26pm 
What's the shader used in the grass' material?
The one from the model shadow tutorial[dl.dropboxusercontent.com], if that's what you're referring to. I just started trying to get into the particle editor today.
R234 Aug 6 @ 3:18pm 
I meant the actual material file for the grass model, But Zach seems to be using the same ones so that's probably not it...

Hm, he says the shadows don't work unless there's a regular model in the camera's frustum. There doesn't seem to be one in your screenshot, maybe that's what's causing this?
Last edited by R234; Aug 6 @ 3:19pm
The fence is a prop I placed, but I'll try placing a character in the scene.
http://i.imgur.com/val8eBp.png
Also Zach said that shadows would only work with a regular model in the frustrum. This problem is the grass not being lit. Also, thanks for your response.
raptornx01 Aug 6 @ 3:48pm 
make sure there are no other models hidden anywhere, like below the map floor.

also try raising the models higher. I forget which setting it is, but there is a setting that tells the models to be places on the floor and also how high off the floor.

another is try moving the camera. sometimes the angle can effect it as well.
check, check and check. Only the camera, light, a fence, a spy and the grass particle, all above the ground. Took the camera and moved it around the grass/light, no difference.
Would it be useful if I uploaded the grass.pcf I made (with the shadow-enabling material) and/or the .dmx of this?
@CuttingEDJE Nov 25 @ 10:44am 
Bump... Did anyone actually find a way to make this work? I have the exact same problem.
Nope, no solution yet.
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