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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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 21

Фото профиля Foyezes
Foyezes1 год назад

this is for our upcoming game Wrongly Accused:

Фото профиля the big ch33se
the big ch33se1 год назад

dynamic shadows are literally the coolest thing ever

Фото профиля 🐦‍⬛schaja🐦‍⬛ 
🐦‍⬛schaja🐦‍⬛ 1 год назад

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

Фото профиля John Doe
John Doe1 год назад

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

Фото профиля Foyezes
Foyezes1 год назад

you definitely can

Фото профиля John Doe
John Doe1 год назад

Spooky. Zombie dogs?

Фото профиля Foyezes
Foyezes1 год назад

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

Фото профиля c🕕🕖lboy123454532
c🕕🕖lboy1234545321 год назад

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?

Фото профиля Foyezes
Foyezes1 год назад

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

Фото профиля Lord Ruffe
Lord Ruffe1 год назад

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

Фото профиля Foyezes
Foyezes1 год назад

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

Фото профиля Lord Ruffe
Lord Ruffe1 год назад

Thank you!

Фото профиля Azumi
Azumi1 год назад

thanks for the tip!

Фото профиля Omar
Omar1 год назад

preciate it

Фото профиля ZacheryDew
ZacheryDew1 год назад

How do you implement PCSS into Godot?

Фото профиля Foyezes
Foyezes1 год назад

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

Фото профиля NICOLETTI ➖
NICOLETTI ➖1 год назад

@Andersonmancini

Фото профиля Ár Noma
Ár Noma1 год назад

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

Фото профиля Foyezes
Foyezes1 год назад

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

Фото профиля May
May1 год назад

I won't be able to play your game

Фото профиля Andrej Szontagh
Andrej Szontagh1 год назад

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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