Here's a shot of my WIP tree:
From the left:
Shadows ON and ignore surface normals OFF Shadows ON and ignore surface normals ON Shadows OFF and ignore surface normals OFF
I've edited my surface normals (radial in blender), so the tree on the left is looking more realistic in terms of lighting. However as you can see, the shadows are just too thick. The tree trunk is literally black. The same shadow problem is happening on the ground, where it looks to be casting double shadows?! One that outlines the transparent branches/leaves and one large blurry mess that follows the edges. If I disable shadows, the blurry messy shadow disappears (see tree on the right), but that also makes the tree look flat. The interesting thing is Valve's trees are NOT doing this despite shadows turned ON.
I've tried making sure I do exactly as Valve, but I'm obviously missing something critical. Here are the steps I've taken:
- Make sure my VMT use exactly the same parameters as Valve
- $alphatest "1" $alphatestreference "0.3" $nocull "1" (and some tree sway)
- Make sure my prop_statics have exactly the same settings
- Make sure I have forcetextureshadows on my model in my custom .rad (and that the path is correct)
- Check the console so that the .rad file gets read (it does)
Any pointers? Is it the surface normals that are wrong?
EDIT: Ok I managed to reduce the shadows on the actual tree by reducing the normal editing mix effect, however the blurry ground shadow remains a problem.