Game Development Community

Transparent objects and shadow darkness

by Phil Carlisle · in Torque Game Engine Advanced · 11/24/2006 (3:59 am) · 6 replies

Just wondering if JK had gotten around to checking fixes for two issues into the current release:

1) Transparent meshes get rendered into the shadow buffer as without translucency

2) The shadows are a little bit too bright. I would prefer slightly harsher shadows, or some tweakage.

While we're on the subject, John, where is a good place to stick a blur pass on the shadows? I guess after being render to texture'd?

Ta.

Phil.

#1
11/24/2006 (9:15 am)
1) No dice. The shadow pass only draws depth, so it ignores textures and translucency settings. It might be possible to setup a different schema for alpha-masked objects, so you can get tree leaves and foliage shadows, but semi-translucent objects aren't possible.

2) MS 4.1 has a shadowIntensity field you can tweak now.

And blurring the shadow it may be possible for the projected shadows. For the self-shadowing, it's harder, because the self-shadow works with depth values, and you can't simply blur those straight away.
#2
11/29/2006 (10:48 am)
1 - prototyped it, but didn't look good. Still have a few ideas.

The shadow blur is built into the shadow render shaders (ShadowShaderxPx.hlsl) and performs a 3x3, 2x2, or 2x2 bilinear blur depending on the quality level.
#3
11/29/2006 (1:34 pm)
Is that, didn't look good graphically or didn't look good as in nasty hack? I'd settle for a nasty hack right now with I/ITSEC next week.
#4
11/30/2006 (1:59 am)
Oh righty.. hmm..

I could live with just having an option to turn off the translucent objects (optionally) in the material.. i.e. "exclude from shadow" or some such..

Where do you suggest I look at implementing that?

Phil.
#5
12/04/2006 (8:11 pm)
That was a "only mostly worked", but hey it was a quick prototype. :) I'll definitely try and put something together though.

In the meantime you can try skipping transparent mesh parts in TSMesh::render(), so only solid pieces cast shadows.
#6
12/05/2006 (3:14 am)
Ok, I'll go look :)