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Re: Parallax Mapping + Projection's shadow [Re: Chris3D] #44818
05/19/05 16:13
05/19/05 16:13
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
ja das stimmt
der code macht nur eine art optische täuschung aber der echte effekt das bei der kameradrehung sich die textur ebenfalls so ausrichtet ist nicht vorhanden
ich frag mich oft ob sowas in 3DGS überhaupt möglich ist ^^

Re: Parallax Mapping + Projection's shadow [Re: ello] #44819
05/19/05 16:42
05/19/05 16:42
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

it would be cool to have the stencil shadow as a separate material to apply shader there. you could then use displacement or softing to it.




I've suggested this before, but is it possible? my understanding is that the stencil buffer is just drawn onto a transparent screen aligned quad.. but is is true, and could you access this as a texture? my suspicion is that no, this cant be done, simply because i've never seen it in any other game. Since it seems such an obvious way to get soft shadows, i have to assume it's impossible.

Re: Parallax Mapping + Projection's shadow [Re: Matt_Aufderheide] #44820
05/20/05 06:56
05/20/05 06:56
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
yes, but if it is a screenaligned quad this must have a skin and thus must be able to be manipulated.
simple soft shadows should be possible, no accurate distance dependent shadows. i think the shadow system must be updated. in the shaderX2 and X3 there are some reasonable examples how to do this


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