Can the base objects cast shadows onto other base objects?
Currently, no. Base objects have some problems preventing a proper shadowing. Only objects those are compact enough can be shadowed with current technique.
Configuration settings:
Top-Left:
This will control how many vessels will receive shadowing feature, varying from "None" to "All visible" vessels.
Top-Right:
That will select filtering for shadow maps. "9 Samples" is the fastest setting for older computers and "27s Dither" is the best that is currently available. Better filtering produces a smoother (better)
edges for shadows. The difference becomes more visible when zooming the camera into a shadows.
Bottom-Left:
This setting will choose the shadowing mode for planetary surface and base-objects. "Stensil" is the legacy mode that's been there for ages. "Projective" produces more realistic surface shadows for the focus (i.e. currently active) vessel but doesn't effect in any other vessel (
all the other vessels are using Stensil shadows). In this mode the focus vessel can cast shadows on base objects. This shadowing option doesn't work well if the vessel is inside a base object.
Local light sources:
That will simply select the maximum number of light sources that can emit light at the same time
on the same mesh. Each mesh can have a different set of light sources casting light on them. So, you can see light sources on screen lot more than just 4 or 8.
"Partial light" settings only perform diffuse light computations, no specular reflections from light sources. "Full light" also performs specular light computations.