Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Dark GDK / Ambient shadows

Author
Message
george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 25th Sep 2009 10:53 Edited at: 25th Sep 2009 10:54
Hi,
Please take a look at the following image:

Is it possible to cast the cube shadow on the plane but without darkening the rest of the region?
Thanks
jezza
16
Years of Service
User Offline
Joined: 8th Mar 2008
Location: Bham, UK
Posted: 25th Sep 2009 18:54
Yes. get the shader that renders the actual models (rather than the shadow map) and add a constant to each pixel for ambience.

george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 25th Sep 2009 20:45 Edited at: 25th Sep 2009 21:41
OK, thanks.
Things are getting better



But I realized after moving the cube around that I have no shadows when the cube is moving away from the light area.
All I need is to have shadow in the whole region of the plane.
It is not neccessary for me to see the effect of the spot light on the ground.
prasoc
16
Years of Service
User Offline
Joined: 8th Oct 2008
Location:
Posted: 25th Sep 2009 21:09
Try searching for SSAO, it will give "ambient shadows"


Your signature has been erased by a mod
george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 25th Sep 2009 21:39 Edited at: 25th Sep 2009 21:43
Quote: "Try searching for SSAO, it will give "ambient shadows""

Nop, this is not what I am looking for.It is my fault because I have possibly use a wrong term.
All I need is a step further from the above image: Shadows of the cube but in the whole plane (The light lies on a constant position)
prasoc
16
Years of Service
User Offline
Joined: 8th Oct 2008
Location:
Posted: 25th Sep 2009 22:04
Shadow mapping gives directional light not light in all directions unfortunately. You will have to find another shadow shader to do that


Your signature has been erased by a mod
george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 25th Sep 2009 22:20
OK, Thanks.
jezza
16
Years of Service
User Offline
Joined: 8th Mar 2008
Location: Bham, UK
Posted: 26th Sep 2009 15:41
It _is_ possible to sue shadow mapping for omni-directional lights, but it requires either 6 shadow maps or a cube map. The other option is using stencil shadows, which won't give as nice a result.

george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 26th Sep 2009 16:52 Edited at: 26th Sep 2009 16:54
Quote: "It _is_ possible to sue shadow mapping for omni-directional lights"

Does this mean that the shader has to be re writen?

Quote: "The other option is using stencil shadows"

Do you mean that I need the "stencilshadow.fx" to work? Because I tried the "stencilshadowbone.fx" also, without success.

Another, cheating, approach could be set the "Range" parameter to a value large enough to cover the whole area of the ground, although I have not test this.

Login to post a reply

Server time is: 2024-11-25 00:42:59
Your offset time is: 2024-11-25 00:42:59