Hi all! I try to make my own edition of recolorable ceiling. I found the best shader for such kind of objects is Rug, but... there is a problem with Rug shader: even if object placed at ceiling it still receive shadows from ground Oo I tried to play with Lights and Occluders sections, but result is still far away from ideal So is there a way to make an object completely shadeless?
Hehe, ok, but if I'll clone another objects it will have Phong (or something like) shader more than likely. And after I'll change the shader to Rug it will receive shadows from floor back. What is the sense?
Because Rug is one of shaders which gives seamless visualizing to objects placed one-by-one. And in this certain case Rug works better than Counter shader or other seamless shaders (btw Counter shader gives even more ugly shadows from objects placed under "ceiling").
Ah, I see what you mean. It's like the shader references the floor shadows on the "rug" even though it's upside down on the ceiling. Sadly I don't know what much about shaders outside the glass/phong ones, so maybe someone else can be of more help.
But on the subject of your ceiling tiles I would still advise you to clone off of a ceiling object (like the baby mobile, not a light since you'd then need to fiddle with the light resource). Right now your object has a pre-set height value, which means it fits the shortest wall height, but won't work for the other two. If you clone off a ceiling object, your tiles will have a rig that will make them latch onto the ceiling, making the object work for all 3 wall heights. You'd need to tweak your mesh if you do that, on the Z axis mainly.
Post by orangemittens on Mar 25, 2016 11:39:23 GMT -5
Shaders are like small programs that are in the Shader_Win32.precomp in your game files:
Studio is not decompiling this .precomp although it does allow editing of some of the input parameters through the Warehouse. The shadow that is cast on an item with the rug shader applied does not seem to be an input parameter and so Studio cannot edit that at this time. For this reason, I think you're better off doing what J has suggested...choose a different shader to use for your item.
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