LOL. Well, I don't feel it looks like polysterene, but that seems to be the general consensus and people even have opened bugs about that. So, in 1.1.4, the global mat file will have that effect toned down.
Only the X-Wing needs to have the z-axis flipped. I haven't noticed this effect on any other cockpits, so that's why I didn't include more mat files.
Yes, I'll provide MAT files for any OBJ files I create in the future. I think the real solution would be to include MAT files and Shadow Map files on the individual craft installers, but it'll be a while before we get there.In future will you be providing more *.Mat files for other craft along with the Shadow OBJ files, you've included some OBJ files but no *.mat files it just seems a little counter productive if you don't included them for all craft, just thought there should be standard mat files for each opt
@Trevor: Technically, the way this works is by side-loading the Shadow Map OBJ, placing it on top of the current cockpit -- including the current camera position and view -- and then apply regular shadow mapping techniques (put the camera on every light source, compute a depth map, compare the shadow map with the z-buffer, apply a filter to remove hard edges). Incidentally, this is how I noticed that the 3D reconstruction was skewed, which led me to a detour that ultimately fixed the SteamVR reconstruction and made it 100% metric. Which is why it took so long to finish the cockpit shadows -- but now we have distortion-free VR.
The "wandering shadows" problem may be happening because the lights are probably not rotating around the same center as the cockpit camera... which makes no sense. So that's something I still need to check.