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Re: What are you working on?
[Re: Reconnoiter]
#463573
12/14/16 08:19
12/14/16 08:19
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I don't remember exactly of Shade-c EVO shadowmapping, as I remember it utilizes an exponential shadowmapping. If I am right, you should increase the exponential shadowmapping constant (or factor), or to decrease shadowmapping depth distance, to eliminate that bad fade out at legs. Increasing resolution, and decreasing shadowmapping area also should help. (in reality, shadows should be sharp at legs and blurred at more distant parts) The best is to create a tool where you can tweak all parameters in real time, that would save you a lot of time. I did it in MapBuilder, it really does worth the time! Or ask JCL to integrate it into WED
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Re: What are you working on?
[Re: sivan]
#463578
12/14/16 11:46
12/14/16 11:46
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Hi Sivan, I can't find depth distance or exponential constants factors, are they maybe in the .fx files? Also this the previous pics had an extreme arc value which makes the shadows look alot worse (but you can create points lights with). This is with an normal spotlight arc (60):
Last edited by Reconnoiter; 12/14/16 11:46.
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Re: What are you working on?
[Re: HenWoll]
#463590
12/15/16 10:38
12/15/16 10:38
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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[fallout dosent have shadows ] , never noticed that lol, that's kindy akward for a big budget 2008 game (though I quess it has to do with the game's openworld) Also loving that helmet!
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Re: What are you working on?
[Re: HenWoll]
#463593
12/15/16 14:22
12/15/16 14:22
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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@BlackJack: I think your project's visuals would heavily benefit from using reflections, on most of the materials. Cubemap and maybe even screen space reflections (a combination of both approaches usually gives best results). Additionally, you could do a view space normal lookup highlight/ shading thingy for at least metallic and skin materials. I don't read too many tech papers but I found http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/and a Killzone: Shadow Fall paper very interesting and inspiring in that regard. The metal highlight or skin lighting is as simple as OutLookup = mul(normalize(mul(InNormal, matWorld)),matView)*0.5+0.5; in a vertex shader, with an appropriate sphere-ish texture. They used that for instance for character rendering in Half Life 2, if I'm not mistaken.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: What are you working on?
[Re: ratchet]
#463606
12/16/16 03:46
12/16/16 03:46
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Joined: Nov 2005
Posts: 204 Bavaria
HellThunder
Member
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Member
Joined: Nov 2005
Posts: 204
Bavaria
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@BlackJack I'm really amazed about the development process of Zeal. Great job! Go on! My Toolkit
Simplified User Interface and some more features for my toolkit. Map Editor - Tile based map creation. The editor determines if a texture is normal map /specular map ready. HeelX's DoF Shader and the Camera Tool. HOG Tool for creating Map Effects. A very simple ingame scene. This map was created in something about 15 minutes. Don't wonder about the task bar on the top. It's a part of the toolkit in order switch between the tools.
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