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Soft Shadows with Multiple Light Sources? #157278
09/28/07 02:46
09/28/07 02:46
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

User
Matt_Coles  Offline OP

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
When the implementation for soft shadows comes out would it be possible to have multiple shadows cast when multiple light sources are nearby?

thanks

matt

Re: Soft Shadows with Multiple Light Sources? [Re: Matt_Coles] #157279
09/28/07 03:35
09/28/07 03:35
Joined: Oct 2003
Posts: 702
Z
zazang Offline
User
zazang  Offline
User
Z

Joined: Oct 2003
Posts: 702
Yeah I second this one.Would be great for a soccer game


I like good 'views' because they have no 'strings' attached..
Re: Soft Shadows with Multiple Light Sources? [Re: zazang] #157280
09/28/07 03:39
09/28/07 03:39
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
That feature used to be in Forecast under Light Management. It either in development, delayed, or dead. As always, Forecast features can disappear at any time and never see the light of day. The "modern drag & drop" WED UI always vanished.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Soft Shadows with Multiple Light Sources? [Re: Orange Brat] #157281
09/28/07 11:16
09/28/07 11:16
Joined: Jul 2000
Posts: 27,978
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,978
Frankfurt
You can have as many light sources as you want, but the restriction is that every light source is a render process, like an additional view. So the more light sources you use the slower is the rendering.

This is similar for stencil shadows. More light sources mean less frame rate, so we only allowed one light source for stencil shadows.

Re: Soft Shadows with Multiple Light Sources? [Re: jcl] #157282
09/28/07 15:06
09/28/07 15:06
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

This is similar for stencil shadows. More light sources mean less frame rate, so we only allowed one light source for stencil shadows.




Of course, yet many game engines support multiple shadow casters...why not let the user choose how many lights cast shadows? Good lighting effects are difficult to achieve without multiple shadows. Modern hardware can easily support several shadow casting lights (Doom3 has no set limit as far as I know, it just adds passes).

I sometimes I am tempted to think Conitec decides to limit functionality because it believes it's users are ignorant (maybe they are right unfortunately).


Sphere Engine--the premier A6 graphics plugin.
Re: Soft Shadows with Multiple Light Sources? [Re: Matt_Aufderheide] #157283
09/28/07 17:02
09/28/07 17:02
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
As Matt stated and as I have stated many times, Conitec should allow the USER to choose which features they want for a given situation. Yes, there are users who will fail but they will eventually catch on.

While more lights and more shadows and more this and more that will slow things down, we aren't living in the year 2000 or the year 199X anymore. The hardware can handle it, and a wise developer is one that will allow this and other features to be toggled on/off in an options menu. H

The ability of my player to cast a shadow from 80 different lights in a room should be my choice and not one that was made for me given there's no reason why this feature shouldn't exist. I know it used to be in Forecast, so it was at least on the table at one time, and IMHO it should be put there again and implemented sooner rather than later.

Shenmue was doing it on the Dreamcast and that was almost 10 years ago (1999).


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Soft Shadows with Multiple Light Sources? [Re: Orange Brat] #157284
09/28/07 17:33
09/28/07 17:33
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

Moderator
Tobias  Offline

Moderator

Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
It wasn't in the forecast yet, I'm sure because I'm looking there myself every couple of days for news about the shadowmap shader.

Re: Soft Shadows with Multiple Light Sources? [Re: Tobias] #157285
09/28/07 17:37
09/28/07 17:37
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
As I stated two posts ago, multiple shadows was in forecast for months...maybe even a year or more. It disappeared when the Light Management section went away.

Quote:

That feature used to be in Forecast under Light Management.





My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Soft Shadows with Multiple Light Sources? [Re: Orange Brat] #157286
09/28/07 20:17
09/28/07 20:17
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

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Matt_Coles  Offline OP

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
Well I hope that we'll be given a new variable like max_shadows that'll determine the maximum amount of cast shadows per object and light source based on the closest light sources to our models.

@ JCL, would you consider unlocking the max shadows feature from 1, allowing more control of this?


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