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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 Aufrufe • vor 10 Monaten •via X (Twitter)

21 Kommentare

Profilbild von Foyezes
Foyezesvor 10 Monaten

this is for our upcoming game Wrongly Accused:

Profilbild von the big ch33se
the big ch33sevor 10 Monaten

dynamic shadows are literally the coolest thing ever

Profilbild von 🐦‍⬛schaja🐦‍⬛ 
🐦‍⬛schaja🐦‍⬛ vor 10 Monaten

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 10 Monaten

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

Profilbild von Foyezes
Foyezesvor 10 Monaten

you definitely can

Profilbild von John Doe
John Doevor 10 Monaten

Spooky. Zombie dogs?

Profilbild von Foyezes
Foyezesvor 10 Monaten

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 10 Monaten

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 10 Monaten

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 10 Monaten

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

Profilbild von Foyezes
Foyezesvor 10 Monaten

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 10 Monaten

Thank you!

Profilbild von Azumi
Azumivor 10 Monaten

thanks for the tip!

Profilbild von Omar
Omarvor 10 Monaten

preciate it

Profilbild von ZacheryDew
ZacheryDewvor 10 Monaten

How do you implement PCSS into Godot?

Profilbild von Foyezes
Foyezesvor 10 Monaten

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

Profilbild von NICOLETTI ➖
NICOLETTI ➖vor 10 Monaten

@Andersonmancini

Profilbild von Ár Noma
Ár Nomavor 10 Monaten

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 10 Monaten

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 10 Monaten

I won't be able to play your game

Profilbild von Andrej Szontagh
Andrej Szontaghvor 10 Monaten

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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