Dad72 Posted March 4, 2015 Share Posted March 4, 2015 I do not know if this is a bug, but it looks like it. on the ground shadows are perfect. I'm really surprised at the quality of the shadows of the new filter.against by the character who receive shadows and issues, there does not seem very good. i do not know why. I do not see anything that would make the character receives shadows apart the light itself Here are the results in picture: Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 4, 2015 Share Posted March 4, 2015 Just do not check receiveShadows on your character. Or use hard shadows. The new filter uses less precise computations that are not good for self-shadowing Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 4, 2015 Author Share Posted March 4, 2015 Yes, that's what I did on the first image. but in the case where for example a house projettes a shadow on the ground and receives the shadows of trees. it'll be a problem. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 4, 2015 Share Posted March 4, 2015 In this case yes, you should then use poissonsampling or hard shadows (or use an impostor. An invisible object that looks like the house but used only to cast shadows) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 4, 2015 Author Share Posted March 4, 2015 Ok, but I prefer this new filter that is of very good quality (for the character). This would not be possible to use a filter to an object and another filter to another object. this could be a solution. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 4, 2015 Share Posted March 4, 2015 yes this is possible with two shadowGeneratorsBut I added to my backlog to find a way to fix this iiceman 1 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 5, 2015 Author Share Posted March 5, 2015 Cool, Thank you Quote Link to comment Share on other sites More sharing options...
iiceman Posted March 5, 2015 Share Posted March 5, 2015 I support the request for the new awesome soft shadows in combination with receiving shadows, I just ran into the same thing and was wondering whats wrong. Would be really cool if that worked (for now I try the impostor workaround - but that means I'll have every mesh twice and as soon as one mesh moves I have to update two meshes to keep the shadows working :-/ ) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 6, 2015 Author Share Posted March 6, 2015 Hi, since the last correction on shadows in the shader, the shadows are not full as soon as the texture is darker. see in the image at the boots. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 6, 2015 Share Posted March 6, 2015 Should be better in a upcoming version Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 6, 2015 Author Share Posted March 6, 2015 No, it's the same DK. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 6, 2015 Share Posted March 6, 2015 CAn you try to play with shadowGenerator.bias ? Quote Link to comment Share on other sites More sharing options...
joshcamas Posted March 7, 2015 Share Posted March 7, 2015 Hey, I have a strange question - I probably should be asking on it's own post, but it has to do with shadows... Would it be possible to render shows in a vector-based way? Like raycasting less, and then connecting the points hitting the ground, then filling?It may end spiky, but it would be a clean cut instead of pixilly :3 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 7, 2015 Author Share Posted March 7, 2015 It was not until I put this.shadowGenerator.bias = 0; for this to work Is this normal? Thank you Delta Quote Link to comment Share on other sites More sharing options...
darcome Posted March 7, 2015 Share Posted March 7, 2015 I can confirm that using bias = 0 worked for me too Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2015 Share Posted March 8, 2015 Yes this is expected. There is no easy way for me to figure out the right bias to use Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2015 Share Posted March 8, 2015 And bias has to be used if you want correct self-shadowing Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 8, 2015 Author Share Posted March 8, 2015 okay, I see. Maybe it should be set to 0 by default? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2015 Share Posted March 8, 2015 If I set it by default to 0, then the problem you mentioned earlier will be back Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2015 Share Posted March 8, 2015 You can also improve shadows quality by reducing camera.maxZ Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 8, 2015 Author Share Posted March 8, 2015 You mean the problem of shadows that the character has (at the top of this)? By what this problem is still there. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2015 Share Posted March 8, 2015 Increasing the bias can help reducing shadows artifacts when self-shadowing Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 8, 2015 Author Share Posted March 8, 2015 No it does not help because any increase above 0 'bias' that my shadows on the ground are not correct. What's weird is that it is the light that makes the character receives a shadow on itself and not a mesh (tree, pole ...). I do not understand that the character receives a shadow, or he should not receive for it is not under or behind a mesh. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2015 Share Posted March 8, 2015 There is no solution unfortunately for both simultaneously For your scene: bias = 0 and mesh.receiveShadows = false sounds the best idea Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2015 Share Posted March 8, 2015 But I have an issue, I cannot reproduce your bug. Having a playground repro could help me a lot (like trying to reproduce your scene with boxes) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.