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Post by jacklegend13 on Mar 4, 2022 12:01:28 GMT -5
Ok I'm currently working with two different objects I edited in S4S, simple objects that are used to cover the ground and give it a pavement look around commercial buildings. My starting objects I edited from are a concrete slab and a foundation from debug. The slab I retextured, saved and loaded up to find the lighting is not smooth. The foundation took a bunch more steps, rearraging the UV map and the mesh a bit so the texturing is even on the surface. But that had artifacts. What looks like vertex shadows? The pic below shows what I'm dealing with. The middle object in the street is the edited foundation, while the checkerboard looking parking lot off to the side is the slabs. Both are completely unacceptable. I need lighting to be smooth, not scale with an object and not cause vertex shadows. I want all shadows gone completely. I deleted everything shadow related from each object and fooled with some of the settings but I'm not getting anywhere at all. Any suggestions? PS... During the day the objects look great so sunlight does not cause the checkerboard effect or the seams to cast shadows only the world lighting. Also here are the package files if that helps mega.nz/file/sXwjDaqR#6l0L_05e2s90EZUvvsnccpKOJcm83gomleWU7zT2yGo
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Post by jacklegend13 on Mar 4, 2022 17:51:53 GMT -5
I dont consider this fixed but its tolerable now. Lighting is garbage in this game to begin with so I'm settling. What I did was move vertices around some more till it looked halfway decent lol and ditched the slab edit. I'm using the foundation edit. However lighting still scales with the object so using smaller versions of the edited foundation would requre me to make new ones in blender and scale it in there...
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Post by menaceman44 on Mar 5, 2022 16:31:10 GMT -5
Change the shader to Counters and that will allow light to cast across the seperate objects as if they were all one. From your first picture it looks as though you might have needed to split the edges of the foundation version for it to work.
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Post by qolygonal on Mar 6, 2022 5:54:27 GMT -5
1. Your items have different material settings, so they don't match. 2. The shadow LOD must be identical to the main LOD, otherwise, it causes glitches with the depth buffer. 3. Don't move vertices randomly because sloppy geometry causes shading problems. Concrete Floor Slab IIIt's best not to use debug items because they bring you a lot of problems. Yours can be solved like this: 1. Warehouse > Model > Edit Items > Material — Edit Items. 2. Find UVScales and insert 0 in the bottom two fields. Note that your item ignores any lighting if its shader is FullBright. | | FullBright | Phong | Concrete Floor SlabDon't remove material items, use the blank maps instead. If you change UseLargeLotObjectLighting to 1, your items are evenly lit. This should only be used for outdoor items (see Menaceman44's post). Or use the Counters shader, as Menaceman44 suggested. Although this shader has different material settings. Maxis has changed the shaders and material settings of the sectional sofas. Which indicates that changing only the shader is not correct, perhaps. If you own GF, clone stageProp_EP06GENcity01Rd01. If you don't, put this package in C:\Users\%USERNAME%\Documents\Sims 4 Studio\Mods and clone it. SculptFloorTileable.packageSims can interact with this item, but they walk through it. For them to walk on it, you need a custom tuning.
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