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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: alibaba]
#461096
07/25/16 13:45
07/25/16 13:45
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Joined: Dec 2011
Posts: 1,823
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I guess it's the shadow projected by the sun. Try setting a different sun angle , yes its the shadow, but its kind of flickers when I change the sun angle instead of changing smooth. Kind of like an shadow artifact, e.g. like the left side of this pic but not as extreme and only for the roofs: Could be I am to much looking at details though.
Last edited by Reconnoiter; 07/25/16 13:47.
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: Reconnoiter]
#461102
07/25/16 17:44
07/25/16 17:44
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Malice
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Malice
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Blindly assuming ->> I'd wonder what pssm base the shadec-evo is using? I remember Slin haves posted a better and fix Pssm and it fixed flickers and issues with the older method... Might be worth comparing them or if Slin has time to reply to a PM he might know right off if we should be trying at change the shadow pssm set to his 'Improved version' Also Sivan did a lot of work with the Shadec package in the past, It might be worth a PM question to him.
Of course I hate to ask out to both as they are surely busy with things none 3dgs these days. But a short and quick PM just for clarity and then we can try and figure out the fixes ourselves. (Guess I don't want to bug anyone and surely not ask them to come and rework or reexamine the shader package.)
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: ]
#461124
07/26/16 11:06
07/26/16 11:06
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Posts: 1,823
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I think I might have been to much looking at details. I will wait a bit till have a full scene to test it with. The examples of shade-c have very good shadows so its probably something wrong on my part. If it will become more noticeable, I will try to ask Sivan if he had any problems. I remember Slin haves posted a better and fix Pssm , I tried that one, but the shade-c one seems to be better overal, but again maybe I did something wrong with the init settings etc.
Last edited by Reconnoiter; 07/26/16 11:07.
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: Reconnoiter]
#461134
07/26/16 15:14
07/26/16 15:14
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Malice
Unregistered
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Malice
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check this value for your shadow problems sc_screen_default.settings.lights.sunPssmSplitWeight = 0.7; //
and these will be the core one to play with sc_screen_default.settings.lights.sunShadowResolution = 512; //reduce shadow resolution as we are manually setting the shadow range to 5000 and can therefor get away with a small shadowmap sc_screen_default.settings.lights.sunPssmSplitWeight = 0.7; //high res near splits, low res far splits sc_screen_default.settings.lights.sunShadowRange = 5000; //manually set the shadow range...we don't need realtime shadows in the far distant! If set to 0 (default) shadow range will be set to camera.clip_far sc_screen_default.settings.lights.sunShadowBias = 0.001; //set the shadow bias
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: ]
#461135
07/26/16 15:19
07/26/16 15:19
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Malice
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Malice
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Possible factors for clipping and control what is rendered by change a flag..
this if(my.SC_SKILL != NULL) //entity has SC_SKILL { SC_OBJECT* ObjData = (SC_OBJECT*)(my.SC_SKILL); if(ObjData.depth == -1) return(1); //clip from gBuffer if(ObjData.pass != SC_PASS_GBUFFER) return(1); //only render entities which have the SC_PASS_GBUFFER flag set
But I'll have to read into more and test it all.
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: ]
#461136
07/26/16 15:20
07/26/16 15:20
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Malice
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Malice
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Default if csc_skills not set
else //entity has no SC_SKILL { if(pEffect != NULL) { pEffect->SetFloat("clipFar", screen.views.main.clip_far); //pEffect->SetFloat("alphaClip", 1-(my.alpha/100)); pEffect->SetFloat("materialID", 0); pEffect->SetVector("vecEmissive_SHADEC", sc_vec4Null); pEffect->SetVector("vecColor_SHADEC", sc_vec4Null); } return(0); } }
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: ]
#461139
07/26/16 16:20
07/26/16 16:20
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Malice
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Malice
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Anyone tried to create a tree with transparent leaves in shade-c? Suprisingly, the shadow for the leaves are good but either the whole tree including the leaves is transparent or everything is solid (/not transparent). (ps: I am using an alpha layer (haven't tried alpha channel yet), and deferred pipeline is set off cause I also use particles) So as to not reinvent the wheel here, why not use 2 models tree and leaves and to materials then? EDIT ->> the meat is in default.c shade-c version
#ifdef ALPHA
#ifdef TRANSPARENT
SKIN_ALPHA *= tex2D(stipplingMaskSampler, projCoord*vecViewPort.xy*0.5).g * fAlpha;
#ifdef TRANSPARENTALPHACLIP
clip(SKIN_ALPHA - fAlpha);
#else
clip(SKIN_ALPHA - ALPHACLIP);
#endif
#else
#ifdef CUSTOM_PS_ALPHA
clip(Custom_PS_Alpha(In, SKIN_ALPHA));
#else
clip(SKIN_ALPHA-(1-fAlpha));
#endif
#endif
#endif
Would seem to point to the alpha map being used. I'd think no need for a TRANSLUCENT flag if being used.
Last edited by Malice; 07/26/16 16:44.
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Re: ShadeCEVO simple grass (OVERLAY) ?
[Re: ]
#461158
07/27/16 13:16
07/27/16 13:16
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Serious User
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Posts: 1,823
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Ok I think got the transparency working but now shadows on the object act all weird, any solution to this? (ps ignore the ugly unwrapping of the tree skin ): So far this what I did: - create an alpha channel for the skin (note this is not the same as an alpha layer) - add these lines to the shader .fx file you are using: #define ALPHA //entity has alphamap? #define TRANSPARENT //entity alpha should be interpreted as transparent/translucent? So as to not reinvent the wheel here, why not use 2 models tree and leaves and to materials then? , yes this could be a possible alternative. The transparent leaves maybe can't give shadows, so the tree would have to have some dummy leaves for shadows or a alpha layer / png skin for shadows. Maybe I just create real 3d leaves for the model.
Last edited by Reconnoiter; 07/27/16 13:22.
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