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Dark GDK / Ambient shadows

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george++
AGK Tool Maker
17
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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
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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
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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
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Posted: 25th Sep 2009 21:09
Try searching for SSAO, it will give "ambient shadows"


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george++
AGK Tool Maker
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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
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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


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george++
AGK Tool Maker
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Location: Thessaloniki, Hellas
Posted: 25th Sep 2009 22:20
OK, Thanks.
jezza
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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
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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.

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