> Quick update: I finally managed to get something in opengl, it appears I got > into trouble because I was working with SDS and tried to bake into the faces > ('attach' and 'per face' checked). This is handled differently by OGL, a > bug??
> Workaround by going into the freshly calculated shadowmap material and > change a few things: > - get rid of the line Color = Constant(0,0,0) (no wonder it appeared black, > heh) Actually , I left it and then selected (.5,.5,.5) , or whatever . > - replace 'Illumination += Texture(Map coords)' by 'Color *= Texture(Map > coords)' This did not work for me . Using SDS I could not get any realtime maps to show up ! However , switching to 'Color *= Texture(Map coords)' did give me a much , much better ray- tracing (actually useable) . > Diffuse maps (indirect lighting) are often too dark, so a line like 'Color > += linear(Color)' may help, set multiplication factor to [1.5 1.5 1.5] or > so. OK . > The weird thing is that this illumination-color conversion is not necessary > when NOT baking into SDS faces! That must be why it worked for you Garry. I > just had to fall into that rabbit hole... > to be continued, > -Mark Yes , I'll continue to try and get this to work as nicely as it did for Analytic , with SDS . I've noticed other differences right away with the simple 'mapped shadows' option for Lights , also . I'm guessing this area of RS did not get explored very deeply previously . Good luck with your research . garry