Shadows Suggestion

rated by 0 users
This post has 7 Replies | 2 Followers

Top 500 Contributor
Posts 1
SunBurn_Pro_Licensee
jsedlak Posted: 02-29-2008 9:33 AM

The shadows need some soft edges.

Top 10 Contributor
Posts 4,546
Employee
SunBurn_Studio_Licensee

 

That's definitely something we are looking into. Unfortunately the alternative shadowing techniques have equally painful drawbacks (like shadow maps with point light resolution issues, memory usage, and artifacts).

I can't promise anything, but your comment is noted and we are exploring alternatives. :)

Thanks for the feedback!

 

Follow me on Twitter – development and personal tweets
Awesome XNA Videos – Lighting, Rendering, and game videos

Top 10 Contributor
Posts 4,546
Employee
SunBurn_Studio_Licensee

Btw: if you have any suggestions that you'd like us to look into we are always open to feedback. 

Follow me on Twitter – development and personal tweets
Awesome XNA Videos – Lighting, Rendering, and game videos

Top 100 Contributor
Posts 30
SunBurn_Pro_Licensee

I have a suggestion for the shadows , I marked the problem on the image: 

screenshot

Physicly they should look the same . Both with specular highlights.

Top 10 Contributor
Posts 4,546
Employee
SunBurn_Studio_Licensee

Are there two directional lights in the image, and is the second light's ShadowSource set to the first light (this allows lights to share shadow sources, in this case it would allow both to use the first light's shadows for both)?

Follow me on Twitter – development and personal tweets
Awesome XNA Videos – Lighting, Rendering, and game videos

Top 100 Contributor
Posts 30
SunBurn_Pro_Licensee

No , I've not set any sources . 

How do I do that ?  

 Tried this : ambientDir.ShadowSource = sun.ShadowSource; 

But it results in : error ShadowSource is readonly.

Top 10 Contributor
Posts 4,546
Employee
SunBurn_Studio_Licensee

 

Sorry, I got that wrong – only point lights can share shadow sources.  Sharing shadows allows you to reduce the shadowing overhead in scenes where there are enough lights (or the lights are close enough to each other) that most people won't notice the difference in the number of light and shadow sources, and it generally looks better than disabling shadows on less important lights.

I was able to reproduce the problem, and have a fix that will go out in the next beta (shooting for this weekend).

Follow me on Twitter – development and personal tweets
Awesome XNA Videos – Lighting, Rendering, and game videos

Top 10 Contributor
Posts 4,546
Employee
SunBurn_Studio_Licensee

Beta 5.1 just went out and contains fixes for: 

  • Editor minimize crash
  • Missing shadows on objects rendered multiple times with different transforms
  • Irregular fog end distance
  • Specular/parallax rendering errors
  • Scenario where non-shadowed lights can pick up shadows from the previously rendered light (the issue posted above)

 

Follow me on Twitter – development and personal tweets
Awesome XNA Videos – Lighting, Rendering, and game videos

Page 1 of 1 (8 items) | RSS