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Darkness of stencil shadow #391405
01/11/12 19:09
01/11/12 19:09
Joined: Sep 2009
Posts: 1,033
Budapest
Aku_Aku Offline OP
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I searched the manual, i didn't find it.
How can i make stronger/darker the stencil shadow casted by a level entity in dynamic light?
What settings or/and statements should i use in a lite-c script?
I have 3D GS Commercial edition with latest patch.
Thanks in advance.

Re: Darkness of stencil shadow [Re: Aku_Aku] #391406
01/11/12 19:13
01/11/12 19:13
Joined: Apr 2005
Posts: 4,506
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fogman Offline
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mat_shadow.alpha = 10; // brighter
mat_shadow.alpha = 90; // darker
Default is 50.


no science involved
Re: Darkness of stencil shadow [Re: Aku_Aku] #391407
01/11/12 19:14
01/11/12 19:14
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Uhrwerk Offline
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Originally Posted By: Manual
The transparency of stencil shadows can be set through mtl_shadow.alpha (default = 50), and their color can be set through mtl_shadow.diffuse_blue, mtl_shadow.diffuse_green, and mtl_shadow.diffuse_red (default = 0,0,0 = black).


@fogman: tongue

Last edited by Uhrwerk; 01/11/12 19:15. Reason: Fogman was faster

Always learn from history, to be sure you make the same mistakes again...
Re: Darkness of stencil shadow [Re: fogman] #391408
01/11/12 19:20
01/11/12 19:20
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Aku_Aku Offline OP
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Originally Posted By: fogman
mat_shadow.alpha = 10; // brighter
mat_shadow.alpha = 90; // darker
Default is 50.

Thanks fogman, i'll try out that.

Re: Darkness of stencil shadow [Re: fogman] #391412
01/11/12 19:32
01/11/12 19:32
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Aku_Aku Offline OP
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Hey fogman, it works well, thanks! smile
I have another problem.
If i move the object that blocks the light between the lamp and an other object, the size of the shadow doesn't change.
When the blocking object is closer to the lamp, the size of the area covered by the shadow should grow, but it remains the same.
What is the reason? How could to resolve this problem, to get an shadow thats size varying depending on the distance between the lamp and the object?

Re: Darkness of stencil shadow [Re: Aku_Aku] #391434
01/12/12 01:04
01/12/12 01:04
Joined: Apr 2005
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fogman Offline
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Quote:

Z-pass stencil shadows are faster than z-fail shadows, but don't allow to move the camera into a shadow volume. They are the best method for elevated 3rd person cameras, like in an isometric game. In first person mode the player's shadow is automatically switched off when z-pass stencil shadows are activated.
Z-fail stencil shadows are a little slower than z-pass shadows, but more robust. They are independent of the camera position and allow LOD models to differ greatly from the original model, which would otherwise cause shadow faults with the z-pass algorithm. Z-fail shadow volumes are columns rather than cones, although the difference is only visible with close lights, and can lead to disconnected shadows of connected meshes in such a case . A script can be used for tracing a ray from a light source to the camera, and automatically switching to z-fail shadows when the ray hits an obstacle.


http://www.conitec.net/beta/shadow_stencil.htm

Try "shadow_stencil = 1"

Last edited by fogman; 01/12/12 01:05.

no science involved
Re: Darkness of stencil shadow [Re: fogman] #391469
01/12/12 20:53
01/12/12 20:53
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Aku_Aku Offline OP
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Until this time i used Z-fail.
With Z-pass the size of the shadow will change?

Re: Darkness of stencil shadow [Re: fogman] #391722
01/15/12 11:53
01/15/12 11:53
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Aku_Aku Offline OP
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I tried "shadow_stencil = 1".
There is no visible difference.
What else should i change to get varying shadow size (depending on distance)?

Re: Darkness of stencil shadow [Re: Aku_Aku] #392431
01/22/12 12:24
01/22/12 12:24
Joined: Sep 2009
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Aku_Aku Offline OP
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