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Tutorial - Adding realistic shadow inside SL

Lefty Belvedere
Lefty Belvedere
Join date: 11 Oct 2004
Posts: 276
11-21-2004 11:53
i found it's also easy to make your shadow look as dramatic as you want by skewing your newly created shadow away from the light source. So instead of a snapshot of the object lying on the floor, the image is elongated dramatically away from the light, givign a creepy stretch to the shadows. Works best stretching them into darkened corners.

~lefty
Goshua Lament
Registered User
Join date: 25 Dec 2003
Posts: 703
11-21-2004 12:17
From: Lefty Belvedere
i found it's also easy to make your shadow look as dramatic as you want by skewing your newly created shadow away from the light source. So instead of a snapshot of the object lying on the floor, the image is elongated dramatically away from the light, givign a creepy stretch to the shadows. Works best stretching them into darkened corners.

~lefty


Can you post a photo of that?
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Jimmy Thomson
Bedazzle Team
Join date: 16 Sep 2003
Posts: 50
11-21-2004 18:41
I second Goshua suggestion, a pic would help to understand your point! :)
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Ale Bukowski
Gnomes Landscapers Master
Join date: 2 Apr 2004
Posts: 129
11-22-2004 11:50
Great tips, thank you Jimmy!!
gene Poole
"Foolish humans!"
Join date: 16 Jun 2004
Posts: 324
12-21-2004 09:44
Jimmy knows his projective geometry... or something. :D Very clever work!

Theoretically, the planar prim could be modified by a script (scaled, skewed, etc), synchronized to the sun (llGetSunDirection or llGetTimeOfDay -- the 4-hour cycle deal) so the shadow could "follow" the sun. Not sure I want to try that right now, but now the idea's saved, so to speak.
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
12-21-2004 16:32
Unfortunately it wouldn't be as easy as that, Gene. The shadow texture is calculated by using the light source location as a viewpoint -- if you were to change the location of the light, you would have to recalculate the shadows from the new viewpoint. If you were doing a shadow for a single sphere or 2-D object, you could probably use the scaling trick to approximate the effect, but it wouldn't really work with other types of objects since the actual shape of the shadow outline would change depending on the light angle. And with multiple objects, you would have to use a separate shadow layer for each one so that they maintain their relative positions when scaled.
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
12-24-2004 00:13
So what happens when someone who has an uber gaming computer views these? Do they get conflicting shadows?

Anyway, that is utterly beautiful, both in its simplicity and its results. Awesome job!
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