Prefacing this by saying I’m not sure if this is a blender issue or a jme issue. It happens in blender and jme viewport. The model, when a directional light is added, looks like this:
Why is a directional from below directed straight up producing light on the inside of the tube, on the top surface? The same effect occurs putting the directional light in any direction
The material is straight from the material in blender–the model looks identical to my blender one. It’s a simple material–diffusemap, some shininess, usematerialcolors ticked on. And both blender (using blender internal render) and jme produce this effect. Blender’s cycles render doesn’t.
Anyone able to point me in the right direction? My artist is posting the same question on some Blender forums too, in case this isn’t a jme thing. You can probably tell me that too
Doesn’t the filter file only work for certain filters? As far as I can tell, when I right click on my filter file to add a filter, no options for the directional light shadow filter, only the SSAO filter, which isn’t what I’m going for.
I shall try the other solution … after work today.
How does one properly use the directional light in the scene from a loaded custom appstate? If I want to create the Directional Light in the AppState, it doesn’t seem to show up in the SceneExplorer (i.e. rootNode.addLight(sun) doesn’t do much). If I put the Directional Light in the ScenEexplorer, and try to get it in the code for the ShadowRenderer, I don’t know how to get the light, because rootNode.getChild can’t be cast to a DirectionalLight. I’ve tried getting the LightList, but I’m not sure if I’m doing it correctly, since I can’t print anything out.
Maybe I’m missing something on how to get/use the light for the filter/renderer?
The rootNode in the scene is not the node thats displayed in the SceneExplorer, the loaded model is displayed there, so if you add lights to the rootNode you’ll not see them in the SceneExplorer (and you also won’t save them in the model which might or might not be a good thing). So you’ll have to attach the lights to the model node (which is a child of the rootNode) to see (and edit/save) them in the SceneExplorer.
As or the logging, its not displayed anywhere unless your class is in the com.jme3 package, the log file is in the SDK settings folder (see troubleshooting section in the manual for its location).
@pspeed: Yeah, I checked the log tab. Nothing doing
@normen: That’s useful to know. That’s probably why I wasn’t seeing the light I attached to the rootNode in the scene.
Plus, since we are working on a mobile game, we figured that we should be baking the shadows rather than rendering them with post processor settings. However, I have a small question on that. We followed the wiki page on lightmaps via blender, and managed to get it work based via the ogre exporter. However, via the regular blender importer, the lightmap never seemed to work properly. The UV’s looked incorrect on the diffuse, and the lightmap just didn’t work. Any reason why that’s the case? Or rather, can any of you confirm that you can get it to work via both the ogre export and the blender import? Otherwise, I’d like to update the wiki to reflect that.