scenery shadow bake

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hyrons
Posts: 41
Joined: Thu Aug 25, 2016 9:14 am

scenery shadow bake

Postby hyrons » Mon Jun 19, 2017 9:26 am

Would it be possible for shadows to be set for a time specified by the user then runs a shadow map build based on that to bake shadows on to ground texture, so we can have all the terrain, vegetation and building shadows on but with no CPU/gpu performance drop?

if flights are less that a couple of hours who going to notice a shadow move??

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WarpD
Posts: 1101
Joined: Mon Feb 14, 2011 5:29 am

Re: scenery shadow bake

Postby WarpD » Mon Jun 19, 2017 10:36 am

The short answer is no. The textures are generic and based on landclass so they would be reused across the globe. Baking shadows onto the texture would end up with the exact same shadow all over the locations where that texture is repeated.

The really long answer is... if the textures were unique, you would be waiting days, perhaps even longer, for your system to load the entire world and "bake" shadows.
Ed Wilson
Senior Developer
Mindstar Aviation

hyrons
Posts: 41
Joined: Thu Aug 25, 2016 9:14 am

Re: scenery shadow bake

Postby hyrons » Thu Jun 29, 2017 12:48 pm

I was thinking that you would pre-select a given area for baking, an also this would be predominantly for photo scenery users.

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WarpD
Posts: 1101
Joined: Mon Feb 14, 2011 5:29 am

Re: scenery shadow bake

Postby WarpD » Thu Jun 29, 2017 7:11 pm

Photoscenery already has shadows... just all wrong ones. Adding yet more shadows to it won't improve things.
Ed Wilson
Senior Developer
Mindstar Aviation


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