Shadows From Emissive Materials

Hello,

Could anyone please tell me how to make Emissive (Self-Illum) Materials to cast real-time shadows? I’m in Deffered Rendering Mode.

Thank you!

Best regards,
Alexander

You would have to add a Light in front of said Emissive Material.

Emissive just means it has a colour that ignores light effects. It doesn’t create or modify existing lighting settings, and no other objects can be easily or practically made aware of an emissive material to custom light.

If you look at some AAA game maps (Source or UDK engines) you will see that they just create a Light texture that is emissive and place a point light directly below it as common practice.

emissive only add shadows to lightmap as they require the possibility to emit GI light and thats a pro only beast lightmap baking capability.

As i know, the latest builds of UDK (and most probably Unigine and CryEngine) can do that without having to add lights. I think that it would be really great if Unity could do that. Seems that i must post a request to feedback.unity3d.com

you can not emit lit from a surface in realtime to create shadows, at least not in any other form than the fake ntero provided which is what most of these technologies will actually use.

CryTek probably can but I don’t recall that UT has written on the page here that you require a 5970 or faster to use the engine and thats where realtime GI is heading towards GPU requirement wise …
Unity is a good 3 times slower so for unity to work with that it would require technology not present as unity does not make use of SLI / crossfire at all, it normally gets slower not faster

I think we may need some clarity.

If you mean Dynamic, or real-time shadows (those that move throughout the scene with object movement) then Unity cannot do that with Emissive materials and neither can UDK.

If you are talking about baked shadows (those that are precomputed and do not move during gameplay) then Dreamora is stating that you can with Unity Pro.

For reference, UDK calls it ‘Use Emissive for Static Lighting’ and it is Pre-baked, therefore not real-time. Link for how to do it in UDK here: http://www.chrisalbeluhn.com/UDK_Static_Mesh_Emissive_Lighting_Tutorial.html

right, with unity pro you can bake it through beast (requires the GI part of beast rendering which is not available in free)

Got it!

Though, i know that Unity Pro can bake lighting from the emissive materials.

Anyway, thank you all for your posts!

Best regards,
Alexander