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soft shadows? #94915
10/18/06 18:11
10/18/06 18:11
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
i am curious about the soft shadows which are mentioned in the shader template forecast...

i suppose the soft shadows will be depth map shadows?

how cumbersome will they be to use?

probably there will be the need for assigning a shadow receiver material to every object which should receive soft shadows?

will there be the need to manually define views which render a depth map for lights which should cast soft shadows?

soft shadows? [Re: ventilator] #94916
10/18/06 20:08
10/18/06 20:08
Joined: Sep 2006
Posts: 188
Latvia
MDI Offline
Member
MDI  Offline
Member

Joined: Sep 2006
Posts: 188
Latvia
Ehem you look clever!!
And said me have can make that when player shadow can get longer and shorter when you wolk close to light or go away!! And when ligh not shadow dissapears!!


Latvija rullē
Re: soft shadows? [Re: MDI] #94917
10/19/06 09:37
10/19/06 09:37
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Yes, depth map shadows. It will be a template and not an engine feature, so don't worry about how complicated they are to use - it will be as easy as usual with the templates. We'll use the standard materials, so you only need to assign something to the senders, not to the receivers.

Re: soft shadows? [Re: jcl] #94918
10/19/06 18:42
10/19/06 18:42
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline
Serious User
DEX  Offline
Serious User

Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
SHADOWS are the weekest point of 3dgs, so I am happy to hear any improvements in that area.
Also I am curious when we will have shadows on terain, from blocks, that should be first feature to implement if you ask me. And terain self shadow map? (it can be faked through shader)
Why is so complicate thing to make good shadow system for terrains and models?

I think you should write that in Forecast on very very first place and start to work on that TODAY. Because even if we get some big publisher to see our game, first thing he will notice is a really bad shadow system and game will be rejected 100%. Belive me, I published more than 30 games in 7 diff. languages, so I am pretty "at home" in that area.
Now what we can do with shadows on terain is to fake them, thats all. And very time consuming.

So please make descent shadow system on terrain and from models and we will be happy and maybe some of us will make AAA title.
Thanks


DEXSOFT-GAMES.COM
Re: soft shadows? [Re: DEX] #94919
10/20/06 21:25
10/20/06 21:25
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline
Serious User
DEX  Offline
Serious User

Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
I can't belive that users are sutisfied with current shadow system!
Please lets say something about that and maybe we will get new shadow system very soon


DEXSOFT-GAMES.COM
Re: soft shadows? [Re: DEX] #94920
10/21/06 01:45
10/21/06 01:45
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
There's nothing wrong with the current system. There are standard stencil shadows and the non-stencil kind. A new kind of stencil shadow was recently implemented that eliminates some of the errors with the older style, however at the cost of speed. Most modern or semi-modern engines have one or the other or both and most games(including AAA) have used these kinds of shadows in the past and continue to today. The other engines' versions aren't any different from these unless they're a style that 3DGS doesn't support.

Soft shadows are achieved via shaders and you can either buy the Sphere plugin now or wait until they are implemented in the template shaders collection(see Forecast).


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: soft shadows? [Re: Orange Brat] #94921
10/21/06 05:50
10/21/06 05:50
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline
Serious User
DEX  Offline
Serious User

Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
Terrain does not receive any shadow from blocks... If this is good for you OK, but I need something more. You can only fake shadows with terrain pass.


DEXSOFT-GAMES.COM
Re: soft shadows? [Re: DEX] #94922
10/21/06 06:42
10/21/06 06:42
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
if someone could just transper this code to 3dgs... http://download.developer.nvidia.com/dev...LSL_SoftShadows .. is it possible at all?

Re: soft shadows? [Re: broozar] #94923
10/21/06 06:53
10/21/06 06:53
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

There's nothing wrong with the current system




Wrong. The current system is extremely primitive.. allowing only one shadow casting light at a time. This is a big problem for realism...plus you cant blend shadows correctly with the lighting passes and ambient, it doesnt look natural in most cases.

The current shadow system need a lot of improvemtns before it has any value.


Sphere Engine--the premier A6 graphics plugin.
Re: soft shadows? [Re: Matt_Aufderheide] #94924
10/21/06 07:05
10/21/06 07:05
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
hey matt, you as a shader expert, what do you think about the NV-Code (url above)? it offers hard shadows, soft shadows in 2.0 and 3.0, a sample slider etc. to make the shadows fast and good-looking at any system at the same time. as i understand much too few of the topic, any chance for it?

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