Some terrain and shadow questions:

Terrain:

  1. Is there any way to import or export lightmaps?

  2. Any way to import or export splat maps?

Shadows:
3. Could you explain what “Constant Bias” and “Object Size Bias” mean? The docs are kind of sketchy…

  1. Could you explain what “soft” and “hard” shadows do? I tried this and I don’t see any difference between the two (at “high resolution” setting, first is “hard” and second is “soft”):

  2. Last question, what’s with the “jaggies” in the shadow? How do I get rid of them?

50210--1842--$hard_129.jpg
50210--1843--$soft_164.jpg

Soft shadows don’t work with point lights. They only work with the other two kinds of lights.

You can assign any texture as a lightmap in the terrain asset (select terrain in Project View).

It’s how much shadow casters are “pushed back”. Defaults are 0.07 (7 centimeters) plus 1% of the object size (0.01). There’s a caveat though that shadow bias works differently in OpenGL vs. Direct3D, so it’s best to leave values at defaults unless you get self-shadowing artifacts. I’ll look into how to make shadow bias more consistent on GL vs. D3D.

Right now point light shadows are always “hard”. Unless you write custom shaders to manually implement soft shadows, of course.

Increase shadow resolution and/or use soft shadows (except for point lights at the moment). Using real textures on the models also helps to hide shadowing artifacts :slight_smile: