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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 просмотров • 10 месяцев назад •via X (Twitter)
Комментарии: 21

this is for our upcoming game Wrongly Accused:

dynamic shadows are literally the coolest thing ever

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

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

you definitely can

Spooky. Zombie dogs?

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

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?

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

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

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

Thank you!

thanks for the tip!

preciate it

How do you implement PCSS into Godot?

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

@Andersonmancini

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

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

I won't be able to play your game

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.
