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) 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.
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#2
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.
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
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.
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
In the meantime you can try skipping transparent mesh parts in TSMesh::render(), so only solid pieces cast shadows.
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 :)
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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.