Decided to start a new topic because the other one wasn’t getting answers as people thought it was already solved.
Hello everyone. I’ve been trying to make my game realistic by using ShadowMap. Unfortunately, ShadowMap shadows aren’t appearing. I’ve tried all the suggestions above but to no avail, but the shadows are voxel ones, not ShadowMap. I’m sure of this because if I play around with the ShadowSoftness, the Shadows do not change as expected. Heres a screenshot of what I mean:
Yo, I literally just got accepted into the forum. So this will be my first answer!
Anyway, about the shadow map. I was having an issue with this as well, but I found out that it’s based on your graphics settings. The higher your graphics, the farther the shadow map renders shadows. I’m not sure if there’s a way to make it do it the same for all graphics levels but I hope this helped anyway.
Can I just verify is the picture your shadow in voxel?
Also not 100% why it isn’t showing the shadows in shadow map but a few reasons could be:
Your parts aren’t set to cast shadows - this would mean a shadow wouldn’t appear as the setting isn’t actually switched on.
If your using a mesh or union it could be that your car is just too much for the engine to handle and it doesn’t know how to get it right, voxel obviously isn’t as advanced and so it casts a general shadow with general features.
The sun is blocked out by another object that could be invisible etc and as such it won’t render w shadow because the sun light isn’t actually reaching the car.
Does it work with other things which isn’t that car specifically or not at all? Also does the issue replicate across worlds on all things?
A few things to note:
shadows don’t have the same depth / detail as ones in real life so if that is the issue then the engine isn’t as advanced yet.
shadow do not cast in relations to lights yet, this is coming in the Future is Bright: Phase 3 possibly if they worked out how to do it with point lights.
super complicated things may not have shadows as the engine can’t calculate it. They may however get voxel shadows.
shadows loose depth and detail based on your graphics, much like sun rays aren’t intense if they aren’t above a single threshold.
if the higher setting shadow can’t be rendered it may render a poorer version.
Also you said your graphics is at 21, I genuinely thought we only had 11
Also why spell check do you have to edit everything
The screenshot you posted 100% shows the car casting crisp shadows onto the ground. This means they are ShadowMap shadows.
I’ve just opened a blank studio template, inserted the same car you’re using in the screenshot, turned on ShadowMap, and adjusted the ShadowSoftness. Here is the result:
Pretty much identical to what you posted, so I’m unsure what your issue is here.
Wait you were talking about graphics settings? I thought it could only go up to ten?
Must be like a new feature only accessible to higher ups or something.
My picture is NOT in Voxel, its on Shadowmap. All my parts cast shadows, I’ve checked that. It also applies to ALL parts and unions, not just specific ones.
The sun is not blocked by anything as I said it already happens.
I’ve used Future is bright before so its a bit annoying
I was typing on my phone earlier so probably explains why lol
Huh… well then I honestly don’t know, I mean it worked for me and I never touched anything in the studio settings. I did hear something about the material ‘Neon’ causing issues with it though. So if you have any neon, try removing it. It doesn’t do anything in my game but that might be because all the neon is added with scripts when the game has already started.
I just noticed that your place says that it may not function as intended, so it could be because you have fe turned off but I don’t see why that would effect it. Also I don’t know about you but I just joined and as far as what I can see right now, it works perfectly!
ShadowMaps are not supported in OpenGL mode. If your Studio rendering settings are set to OpenGL, this may be why. We recommend the Automatic setting.
If you use macOS, as a consequence of 1 you need Metal support for ShadowMaps to work. This requires a 2012+ (if memory serves… can’t find the Apple reference atm) MacBook and OSX 10.11 or later.
ShadowMaps are not supported on old hardware. If your graphics card is >10 years old, this may also be why.