Original Post
Hi there, I've got half a demo up and running, with some pretty cool lightmaps. I'm having shadows cast on the scene for all the scene objects (see piccys).
The objects shadows use depth projection, and the scene shadows are all radiosityy light maps.
atm, i have a shader for the scene materials that uses 1xdiffuse, 1xlightmap, 1xshadowmap textures, and blends the lightmap with the shadowmap for the final lighting component. This works fine when the object is casting a shadow in a fully lit area, as the shadow will be the ambient component. The problem is, that when the shadows are cast on a darker area of the lightmap, the shadows become unrealistically dark.
I somehow need a way of stopping the shadow from being blended as much with the darker areas of the lightmap.
The objects shadows use depth projection, and the scene shadows are all radiosityy light maps.
atm, i have a shader for the scene materials that uses 1xdiffuse, 1xlightmap, 1xshadowmap textures, and blends the lightmap with the shadowmap for the final lighting component. This works fine when the object is casting a shadow in a fully lit area, as the shadow will be the ambient component. The problem is, that when the shadows are cast on a darker area of the lightmap, the shadows become unrealistically dark.
I somehow need a way of stopping the shadow from being blended as much with the darker areas of the lightmap.
