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				jitspoe
								 
								 
								
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			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.  				 
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			| Posted: March 5, 2011 11:29 pm | 
			 
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				uberzev
								 
									not lyftzev								 
									  
								
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			Doesn't it do directional shadows if you use a point light?				 
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			| Posted: March 5, 2011 11:36 pm | 
			 
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				jitspoe
								 
								 
								
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			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.  				 
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			| Posted: March 6, 2011 12:42 am | 
			 
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				jitspoe
								 
								 
								
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			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:  				 
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			| Posted: March 6, 2011 1:33 am | 
			 
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				Betis
								 
									The Blacksmith								 
									  
								
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			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. 				 
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			| Posted: March 6, 2011 4:17 pm | 
			 
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				Sphinx.
								 
									Filter Optimizer								 
									  
								
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			Cast Shadows! Very cool - do you trace them or is it some smart displacement trick? 				 
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			| Posted: March 7, 2011 2:49 am | 
			 
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				jitspoe
								 
								 
								
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			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.				 
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			| Posted: March 7, 2011 9:17 am | 
			 
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				Sphinx.
								 
									Filter Optimizer								 
									  
								
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			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. 				 
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			| Posted: March 7, 2011 9:27 am | 
			 
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				Sphinx.
								 
									Filter Optimizer								 
									  
								
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			Hmm.. library server must be down again or something...  perhaps you could post the filter here? 				 
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			| Posted: March 8, 2011 9:43 am | 
			 
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				jitspoe
								 
								 
								
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			I'm not at home right now.
 
 *pokes the server*
 
 Hopefully it will be up soon.				 
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			| Posted: March 8, 2011 9:54 am | 
			 
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