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Soft shadows
#125692
04/22/07 14:50
04/22/07 14:50
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Joined: Apr 2007
Posts: 29
Raymaker
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Joined: Apr 2007
Posts: 29
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I red about Viva Pinata's materials.... I'm wondering if there is a way of reproducing those good lookin' soft shadows? And if there is a way, could you tell me please how to do it? THNX
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Re: Soft shadows
[Re: Puppeteer]
#125694
04/24/07 03:21
04/24/07 03:21
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Joined: Mar 2006
Posts: 2,503
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Sphere is currently the only way to get soft-shadows...
However, as far as I know, they are somewhat faked. I think he simply duplicates the model, draws it black with transparency, and then scales the z down until it's flat, and move's it around so it looks like it's being cast.
xXxGuitar511 - Programmer
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Re: Soft shadows
[Re: lostclimate]
#125696
04/25/07 00:44
04/25/07 00:44
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Ah, I see. So they are true shadows then. Thats a REALLY slow method, but the true way...
The way I described above is what the shadercollection posted a lil back does for shadows...
xXxGuitar511 - Programmer
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Re: Soft shadows
[Re: xXxGuitar511]
#125698
05/18/07 22:39
05/18/07 22:39
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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Quote:
Sphere is currently the only way to get soft-shadows...
However, as far as I know, they are somewhat faked. I think he simply duplicates the model, draws it black with transparency, and then scales the z down until it's flat, and moves it around so it looks like it's being cast.
Just wondering where you got this idea...did you make that up?
Sphere uses 2 methods for shadows, one for indoor (point lights) and one for outdoors(directional). Both are forms of shadow mapping.
For point lights, the scene depth from each lights' perspective is rendered into a cubemap, which is then used as a shadow map in the final lighting shader. The smoothing in Sphere2 is done using percentage closer filtering (a different method was used in SPhere1 but was slower and had some artifacts).
For directional lights (sunlight) the shadow is rendering as a back and white mask from the sun frustum, and then projected onto the terrain. A logarithmic distortion field is used to increase apparent shadow resolution.
The shadows run at a reasonable speed on modern cards (GeForce 6 series or better).
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