Shadow Mesh for Non-RT Environment
The shadow mesh is This is the mesh required for the vehicle to create shadows in an environment where ray tracing shadows are not used
Shadow mesh doesn't need a lot of polygons. It only needs to have a minimal shape to create a shadow
You don't need stickers, decals, and glass when you make a shadow mesh
The shadow mesh must have the same position value as the original mesh
Shadow mesh
Original mesh
If the following problems occur
If you made a shadow mesh and put it in
and
If it looks like the picture above
In the "~shadow.mesh" file
renderResourceBlob -> header -> renderChunkInfos -> rendChunk -> render Mask
Turn off options except "MCF_RenderInShadows"
To modify the hand position on the steering wheel
It can be modified from the ".rig" file
"steering_right" the position of one's right hand
"steering_left" the position of one's left hand
The position center of the hand is calculated based on the information below
X: X on steering wheel
Y: Y on steering wheel
Z: Self
If you want to see the exact location in Blander
Add the above location information to each hand position
"steering_wheel_zro"This is the steering position
"steering_wheel"This is the steering angle
How to set the vehicle taillight
There are four types of taillights
Position light
The position light is always on with the light on
Brake light
It's basically the same as position light
but It gets brighter when the user presses the brake
Reverse light
This is a light that brightens up when the vehicle is reversing It's off by default
Turn signal light
I don't think it's working
so I'm using it where the light should be off
How to set it up
1.
Select the object to be set in the blender and change it to vertex paint mode
2.
Select a color
In hex, enter the code
Position light: 7C0101
Brake light: E70100
Reverse light: CB0101
Turn signal light: A90101
3.
Draw a color on the vertex where want it to be
4.
in the .app Adjust the position of the "vehicle light component" to match the position of each light
Separating the interior and exterior of the vehicle
If the reflection of the vehicle is strange in rainy weather Or if it rains inside the vehicle and water flows inside the interior
This phenomenon is caused by the mismatch between indoor and outdoor boundaries
and
What distinguishes the interior and exterior of the vehicle is the "_cutout" mesh
"cutout" can be found in "RDTDataViewMode -> appearances -> components" within ".app"
Make a mesh to fit the vehicle and replace it
There are things to watch out for when making the "cutout" mesh It should be smaller than the outdoors But if it's too small, the water will enter the inside There's some tolerance But it's better to be as accurate as possible When the mesh is done You can replace it with the old mesh
It's a problem that occurred when I created the vehicle mode and how to solve it