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

61,332 views • 10 months ago •via X (Twitter)

21 Comments

Foyezes's profile picture
Foyezes10 months ago

this is for our upcoming game Wrongly Accused:

the big ch33se's profile picture
the big ch33se10 months ago

dynamic shadows are literally the coolest thing ever

🐦‍⬛schaja🐦‍⬛ 's profile picture
🐦‍⬛schaja🐦‍⬛ 10 months ago

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

John Doe's profile picture
John Doe10 months ago

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

Foyezes's profile picture
Foyezes10 months ago

you definitely can

John Doe's profile picture
John Doe10 months ago

Spooky. Zombie dogs?

Foyezes's profile picture
Foyezes10 months ago

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

c🕕🕖lboy123454532's profile picture
c🕕🕖lboy12345453210 months ago

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?

Foyezes's profile picture
Foyezes10 months ago

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

Lord Ruffe's profile picture
Lord Ruffe10 months ago

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

Foyezes's profile picture
Foyezes10 months ago

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

Lord Ruffe's profile picture
Lord Ruffe10 months ago

Thank you!

Azumi's profile picture
Azumi10 months ago

thanks for the tip!

Omar's profile picture
Omar10 months ago

preciate it

ZacheryDew's profile picture
ZacheryDew10 months ago

How do you implement PCSS into Godot?

Foyezes's profile picture
Foyezes10 months ago

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

NICOLETTI ➖'s profile picture
NICOLETTI ➖10 months ago

@Andersonmancini

Ár Noma's profile picture
Ár Noma10 months ago

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

Foyezes's profile picture
Foyezes10 months ago

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

May's profile picture
May10 months ago

I won't be able to play your game

Andrej Szontagh's profile picture
Andrej Szontagh10 months ago

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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