gamekill
24-05-2007 14:23:05
Hi...
Now that I managed to correctly paint textures on my terrain (really nice!), I thought it would be a good idea to put stuff on it.
Then I ran into two problems that I believe are pretty simple to solve, but I can't figure out how:

1 - I imported the ocean material from the sample scene, and applied it to a plane on my scene. I wanted the ocean effect to appear ONLY on the plane (it is supposed to be a lake) but it goes far to the horizon. How can I limit it to only appear inside the plane's dimensions?
2 - The trees leaves are composed of a group of planes with a PNG texture (it has an alpha channel for the proper viewing effect). But depending on the angle of the planes, they are brighter or darker, because of the light sources around the scene. And this ruins the illusion that's supposed to be created. How can I make all planes show the exact same amount of bright, no matter what angle they are in relation to the light source? I'd still like them to be influenced by light (brighter or darker, depending on the lights distance and power). But they should NOT take in consideration their angle in relation to the light source. I would also like to maintain color influence from light (red light source would make them look red etc). I believe that setting a fixed diffuse or luminance level in the material file (or something like that) would be a quick dirty solution, but it would not allow me to use real-time lighting (day and night) on the same scene.
Now that I managed to correctly paint textures on my terrain (really nice!), I thought it would be a good idea to put stuff on it.
Then I ran into two problems that I believe are pretty simple to solve, but I can't figure out how:
1 - I imported the ocean material from the sample scene, and applied it to a plane on my scene. I wanted the ocean effect to appear ONLY on the plane (it is supposed to be a lake) but it goes far to the horizon. How can I limit it to only appear inside the plane's dimensions?
2 - The trees leaves are composed of a group of planes with a PNG texture (it has an alpha channel for the proper viewing effect). But depending on the angle of the planes, they are brighter or darker, because of the light sources around the scene. And this ruins the illusion that's supposed to be created. How can I make all planes show the exact same amount of bright, no matter what angle they are in relation to the light source? I'd still like them to be influenced by light (brighter or darker, depending on the lights distance and power). But they should NOT take in consideration their angle in relation to the light source. I would also like to maintain color influence from light (red light source would make them look red etc). I believe that setting a fixed diffuse or luminance level in the material file (or something like that) would be a quick dirty solution, but it would not allow me to use real-time lighting (day and night) on the same scene.