When editing a Stationary or Static Light in such a way that the lighting becomes un-built, Preview Shadowing is enabled to give you an idea of what the shadows will look like when lighting is rebuilt. On average, movable dynamic shadow casting lights are the most expensive. will all cast and receive dynamic shadows from a movable light. Static Meshes, Skeletal Meshes, effects, etc. None of its light data will get baked into the light maps and it will be free to cast dynamic shadows on everything. Movable lights cast completely dynamic shadows (and light) on everything. For particle systems, any fixed bounding box must be large enough to contain all particles. ![]() For Skeletal meshes this means they should have a physics asset. ![]() ![]() Per Object shadows used by movable components apply a shadowmap to the object's bounds, therefore the bounds must be accurate.
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