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Shadowmaxxing in #GodotEngine Using PCSS to make the shadows appear softer the farther away they are from the caster

61,341 Aufrufe • vor 1 Jahr •via X (Twitter)

21 Kommentare

Profilbild von Foyezes
Foyezesvor 1 Jahr

this is for our upcoming game Wrongly Accused:

Profilbild von the big ch33se
the big ch33sevor 1 Jahr

dynamic shadows are literally the coolest thing ever

Profilbild von 🐦‍⬛schaja🐦‍⬛ 
🐦‍⬛schaja🐦‍⬛ vor 1 Jahr

My friends always say i'm shadowmaxxing when i walk towards shadowy areas during hot summers :D (cant take direct sun)

Profilbild von John Doe
John Doevor 1 Jahr

It would be cool if I could do this while holding a torch.

Profilbild von Foyezes
Foyezesvor 1 Jahr

you definitely can

Profilbild von John Doe
John Doevor 1 Jahr

Spooky. Zombie dogs?

Profilbild von Foyezes
Foyezesvor 1 Jahr

not in this game, this is set in a victorian street. but zombie dogs in victorian england sounds fun

Profilbild von c🕕🕖lboy123454532
c🕕🕖lboy123454532vor 1 Jahr

ive done a similar effect by placing light sources in a grid inside ball or square before but the performance on that is pretty bad. ive been interested in shadows like this for a while and since its so rare i thought raytracing is the only way (im not a programmer) what's pcss?

Profilbild von Foyezes
Foyezesvor 1 Jahr

the performance can take a hit if there's multiple light sources in the same area, but you can have a kind of light LOD, where you disable the effect after some distance

Profilbild von Lord Ruffe
Lord Ruffevor 1 Jahr

What's PCSS and how do I repeat your success?

Profilbild von Foyezes
Foyezesvor 1 Jahr

PCSS is enabled by default when you increase the "Size" of an OmniLight/ Spotlight greater than 0. This results in a realistic light source whose shadows get blurrier the farther away they are from the caster

Profilbild von Lord Ruffe
Lord Ruffevor 1 Jahr

Thank you!

Profilbild von Azumi
Azumivor 1 Jahr

thanks for the tip!

Profilbild von Omar
Omarvor 1 Jahr

preciate it

Profilbild von ZacheryDew
ZacheryDewvor 1 Jahr

How do you implement PCSS into Godot?

Profilbild von Foyezes
Foyezesvor 1 Jahr

you just increase the "size" of an OmniLight or Spotlight, for DirectionalLight you change the "angle"

Profilbild von NICOLETTI ➖
NICOLETTI ➖vor 1 Jahr

@Andersonmancini

Profilbild von Ár Noma
Ár Nomavor 1 Jahr

well how is Blender camera depth preserved in this case? and can we tweak *.blend by this way on the fly?

Profilbild von Foyezes
Foyezesvor 1 Jahr

this is in godot, so I'm not sure about blender's camera. but if you're talking about camera FOV it shouldn't affect anything

Profilbild von May
Mayvor 1 Jahr

I won't be able to play your game

Profilbild von Andrej Szontagh
Andrej Szontaghvor 1 Jahr

I have noticed that immediately, it looks odd. It almost looks like you make the shadows more transparent rather than more diffused. Which is something different than what is happening IRL.

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