No, it's just that colour shadows are not depth-aware. It's a single shadow, but it's projected to every point intersecting the caster along the light vector - that's what non-depth shadows always do. Use depth shadows if you want to avoid this.rubasurex wrote:Firstly, the colour shadows appear to project two sets of shadows in opposite directions. The each house has two shadows protruding opposite from one another.
[/quote]Secondly, with the depth shadows, I noticed that the houses shadow the terrain, themselves and each other, however the terrain shadow never effects the houses. If I place a house in the shadow of a large hill, the house stays fully lit. I understand that the terrain is using a lightmap, which obviously only effects itself. However I was thinking that perhaps with depth shadows, the terrain could cast a shadow that could affect the houses? Is this possible or are there technical or performance limitations to this?[/quote]
Yep, this is because a) it would be impossible in colour shadows (because they're not depth-aware) and b) because the terrain is not a shadow caster right now. You could make the terrain a depth shadow caster if you wanted, it would require modifying the material generator to create a corresponding shadow caster material. I haven't done this because I don't have time to do it, and also it would have a knock-on effect of reducing the fidelity of the shadows generally (since the LiSPSM bounds matching would have to take into account all the terrain patches too, which would reduce the focussing effect). But, it can be done.
In practice though, if I were doing a real scene with this, I'd probably bake terrain shadows into my static geometry ahead of time in my modeller because there's no reason for them to be dynamic unless you have a need for a full day/night cycle. Some people do of course, but they'd need to burn resources on a global terrain-wide dynamic shadowing solution for that, which again we don't supply out of the box (because doing dynamic shadows up to the horizon on large-scale geometry like terrain is A Very Hard Problem And Not One I Have Time To Solve For Free (tm).

