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Re: Improved PSSM shadows (exponential shadowmapping) [Re: rojart] #430894
10/04/13 14:04
10/04/13 14:04
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
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maybe your are right, once he offered me to open the beta thread for me...


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Re: Improved PSSM shadows (exponential shadowmapping) [Re: sivan] #430898
10/04/13 15:33
10/04/13 15:33
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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Lgh
Maybe just try wink
Second issue?


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Re: Improved PSSM shadows (exponential shadowmapping) [Re: rojart] #430900
10/04/13 17:05
10/04/13 17:05
Joined: Mar 2011
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Budapest
sivan Offline OP
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here you can find the 2nd issue description and screenshots (I forgot I reported it earlier): http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=427927#Post427927 It also happens only when no stencil blur applied.


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Re: Improved PSSM shadows (exponential shadowmapping) [Re: sivan] #430917
10/05/13 09:16
10/05/13 09:16
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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Lgh
Yes, it works with beta, too.

Merely shadows on water are static, i think that the water&pssm shader should be adjusted.



Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

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Re: Improved PSSM shadows (exponential shadowmapping) [Re: rojart] #430924
10/05/13 15:02
10/05/13 15:02
Joined: Mar 2011
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Budapest
sivan Offline OP
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great news, thanks.
I could not solve this static shadows on water problem (but as I remember with some settings change they can be underwater), tree animation also results in static shadows behind... it can be eliminated when all entities have a shaders that do shadowmapping (like in shade-c I put into MapBuilder). moreover, I don't know which is the more realistic: shadows on water, or on underwater ground, or on both...


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Re: Improved PSSM shadows (exponential shadowmapping) [Re: sivan] #430929
10/05/13 18:00
10/05/13 18:00
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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@sivan:
On both. Howver if its possible try to make them more subtle.


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Re: Improved PSSM shadows (exponential shadowmapping) [Re: Rackscha] #433063
11/22/13 12:58
11/22/13 12:58
Joined: Mar 2011
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Budapest
sivan Offline OP
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hi,

I made a little update (download link modified in 1st post):

- added some pp shaders (my pseudo bloom and bloom-blur, and Kartoffel's pp shader pack - requires commenting/uncommenting some lines)
- pssm shader correction for alpha textures
- the included exe applies terrain cache (pro only feature)

it can be slow if camera looks from a high position at a large forest area, but okay when e.g. a 1st or 3rd person camera is used.


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Re: Improved PSSM shadows (exponential shadowmapping) [Re: sivan] #433064
11/22/13 13:11
11/22/13 13:11
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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Originally Posted By: sivan
- pssm shader correction for alpha textures


What does this exactly mean? And does this update include the corretion of the tree normals?

Re: Improved PSSM shadows (exponential shadowmapping) [Re: oliver2s] #433065
11/22/13 14:04
11/22/13 14:04
Joined: Mar 2011
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Budapest
sivan Offline OP
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no, only that line containing clip(..); that you wrote earlier (or Slin?) in a pssm thread somewhere in the bugs or in the ask the devs section. self shadows don't work for overlay trees (overlay needed by the mirror view of the water shader). but if you put 32b ent_decals e.g. on the ground, then they recieve shadows properly (without this line decals surpress pssm shadows).


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