Godot Version
4.3
Question
I want that a mesh, that will not visible in camera, but it will cast shadow that can be seen in the camera
4.3
I want that a mesh, that will not visible in camera, but it will cast shadow that can be seen in the camera
Maybe make a fake shadow that is actually a visible object that is just a child to the invisible one
-GMTK I suppose
Nope its not possible to create a fake shadow of an animated model
oh ok if its animated then i dont know
Can you explain a little bit more about what your aiming to achieve with this shadow?
Like is it a shadow that passes over in a cutscene, is it a shadow cast during gameplay, or is it something else all together?
I haven’t used it much but I think 3d light emitters have a setting for casting shadows so I think this kind of thing is built into the engine.
You need to separate the shadow from the object and put them onto different rendering viewport layers.
Then use a camera that is only masking the rendering viewport layer of the shadow.
This is a technique that’s often used for minimaps.
It is for multiplayer fps game where player body shadow can be seen but the body will not visible, only the arms in the camera. Or for full ik body.
Are you sure, please can you explain or a link
@herrspaten can you help me?
Dont have a lot of time, but i think Locher’s way is the way to go, but i dont know how stuff like this works. Im fairly new to 3D-games
So @gertkeno can?
If the shadow has always the same structure you can maybe use the decal-node
But it is animated, I want something like this
Could you set the geometry instance’s transparency to 1.0? It would be expensive and silly but it does produce a shadow, use with care
It works, I could not guess that the logic is something like that, I thought that making the transparency will stop the shadow but its not. Anyways,
Thank You for helping me
But it is possible to make it visible on mirror?
Probably not the same geometry instance, depends on how you implement your mirror
with viewport texture camera or any better?
Don’t think so, maybe you could set the mirror camera to visual layer 2, with your shadow transparent model on layer 1, and an opaque copy on 2? Certainly getting tricky, and I don’t think you’ll get this effect without a copy of the model or some good shaders.
Nice Idea, Thank You Again