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Re: Soft Shadows
[Re: Damarus]
#73987
05/29/06 07:47
05/29/06 07:47
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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WA, Australia
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i thought projected shadows were the way to go for this. stencil shadows aren't a huge issue in terms of speed, but they are as sharp as shadows get. you'll need projected shadows (which half-life2 uses, im pretty sure), but they'll probably be slow on level geometry. i'm no shader guru however, and i'm sure there would be some way for conitec to give a6 some native support that won't suffer as much from the shortcomings of mixing level blocks and shaders.
my thoughts that hl2's shadows are projected are based on the fact that if the model's bounding box gets too close to a wall the edges of the shadow bend up to a point closer to the light source than the actual model (implying that the shadows are projected from another position) and that the shadows are quite pixelated if you look carefully. please correct me if i'm wrong.
any thoughts, conitec?
JulzMighty
Formerly known as JulzMighty. I made KarBOOM!
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Re: Soft Shadows
[Re: xoNoid]
#73989
05/29/06 23:29
05/29/06 23:29
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Quote:
if the model's bounding box gets too close to a wall the edges of the shadow bend up to a point closer to the light source than the actual model
i've never seen these problems occur with stencil shadows. also, stencil shadows are independent of the textures they are cast on (that's why in games like Riddick on XBox the shadows are sharper than the wall/floor textures behind them). this makes it difficult and maybe impossible to do softening effects on the stencil shadow whilst maintaining scale and perspective. i'm sure an effect could be written to blur the shadows on-screen but like i just said it would be very difficult to take perspective and distance into account to make them look realistic.
i'm no expert on stencil shadows and especially not shaders so that's just what i thought based on different things i've seen and heard. 
JulzMighty
Formerly known as JulzMighty. I made KarBOOM!
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Re: Soft Shadows
[Re: JibbSmart]
#73990
06/01/06 07:31
06/01/06 07:31
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Joined: Jan 2003
Posts: 71 central US
yung
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Posts: 71
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Did you know: you can make your own stencil shadow code, since it is only projected on one plane at a time, not multiple surfaces, using models no less. Simply using an all black skin+ transparent/alpha, angle the model and squash it to the plane. Somewhat difficult, but once achieved, a shader could easily soften it, and there would be no limit to the number of shadows you wanted from multiple light sources, or multiple surfaces.This idea came to me back when churning out garbage with A5 stadard, that did not support stencil shadows. 
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Re: Soft Shadows
[Re: yung]
#73991
06/02/06 06:04
06/02/06 06:04
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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that could work but they aren't actually stencil shadows, as stencil shadows bend around corners and are visible on any polygon in its way that is set to receive shadows. still, did you get it to work? it would be nice to see.
JulzMighty
Formerly known as JulzMighty. I made KarBOOM!
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Re: Soft Shadows
[Re: JibbSmart]
#73992
06/02/06 17:35
06/02/06 17:35
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Joined: Sep 2002
Posts: 758 Sunny Scotland
xoNoid
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@vung I think someone tried this approch at some point. The main problem is that you get a poor result (as your limited to the number of vertexes in the model you are using) and it's not exactly fast...
EDIT: I think how the shadows are handled in sphear would be the way to go in gamestudio or even in a game like Halo the shadows look quite nice! and it uses no shaders!
Last edited by xoNoid; 06/02/06 17:36.
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