jitspoe
|
I was kind of disappointed that the ambient occlusion shadows did not include directional shadows, but the FF team made up for that by including scripting, so I took a shot at making hard directional shadows. Who's up for some rock hard shadows? Or would it be hard rock shadows (dunanananaaaa!). This is the default stones component. I mixed my directional lighting with the Filter Forge lighting so we could have ambient light and AO for more realistic appearances. Still a work in progress, but I should have a snippet ready for Monday.
|
Posted: March 5, 2011 11:29 pm |
Details
E-Mail
|
uberzev
not lyftzev

|
Doesn't it do directional shadows if you use a point light?
|
Posted: March 5, 2011 11:36 pm |
Details
E-Mail
|
jitspoe
|
Math for the normals wasn't quite correct in the previous image. I think I've fixed that, and I cranked up the ambient light and down the environment light to make it look a little more natural. Here it is on cells with a circular arc profile.
|
Posted: March 6, 2011 12:42 am |
Details
E-Mail
|
jitspoe
|
uberzev: I had hoped that, but as far as I know, the FF lighting system does not support directional shadows.
Here's the default stone again with more correct lighting:
|
Posted: March 6, 2011 1:33 am |
Details
E-Mail
|
Betis
The Blacksmith

|
This is great! Do a human face, that should be a good test too Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
|
Posted: March 6, 2011 4:17 pm |
Details
E-Mail
|
Sphinx.
Filter Optimizer

|
Cast Shadows! Very cool - do you trace them or is it some smart displacement trick?
|
Posted: March 7, 2011 2:49 am |
Details
E-Mail
|
jitspoe
|
They're traced. It's a little bit slow (requires about 200-300 heightmap lookups per sample), but I think it's worth it. I submitted the filter this weekend, so it should be available shortly.
|
Posted: March 7, 2011 9:17 am |
Details
E-Mail
|
Sphinx.
Filter Optimizer

|
Cool, I'm looking forward to playing with it.
About the sample count - you can stick in a blur (very small radius) btwn the heightmap source and your shadowtracer to get some sort of cache like functionality. That should reduce the real sample calculation greatly.
|
Posted: March 7, 2011 9:27 am |
Details
E-Mail
|
Sphinx.
Filter Optimizer

|
Hmm.. library server must be down again or something... perhaps you could post the filter here?
|
Posted: March 8, 2011 9:43 am |
Details
E-Mail
|
jitspoe
|
I'm not at home right now.
*pokes the server*
Hopefully it will be up soon.
|
Posted: March 8, 2011 9:54 am |
Details
E-Mail
|