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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 görüntüleme • 10 ay önce •via X (Twitter)

21 Yorum

Foyezes profil fotoğrafı
Foyezes10 ay önce

this is for our upcoming game Wrongly Accused:

the big ch33se profil fotoğrafı
the big ch33se10 ay önce

dynamic shadows are literally the coolest thing ever

🐦‍⬛schaja🐦‍⬛  profil fotoğrafı
🐦‍⬛schaja🐦‍⬛ 10 ay önce

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

John Doe profil fotoğrafı
John Doe10 ay önce

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

Foyezes profil fotoğrafı
Foyezes10 ay önce

you definitely can

John Doe profil fotoğrafı
John Doe10 ay önce

Spooky. Zombie dogs?

Foyezes profil fotoğrafı
Foyezes10 ay önce

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

c🕕🕖lboy123454532 profil fotoğrafı
c🕕🕖lboy12345453210 ay önce

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 profil fotoğrafı
Foyezes10 ay önce

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 profil fotoğrafı
Lord Ruffe10 ay önce

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

Foyezes profil fotoğrafı
Foyezes10 ay önce

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 profil fotoğrafı
Lord Ruffe10 ay önce

Thank you!

Azumi profil fotoğrafı
Azumi10 ay önce

thanks for the tip!

Omar profil fotoğrafı
Omar10 ay önce

preciate it

ZacheryDew profil fotoğrafı
ZacheryDew10 ay önce

How do you implement PCSS into Godot?

Foyezes profil fotoğrafı
Foyezes10 ay önce

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

NICOLETTI ➖ profil fotoğrafı
NICOLETTI ➖10 ay önce

@Andersonmancini

Ár Noma profil fotoğrafı
Ár Noma10 ay önce

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

Foyezes profil fotoğrafı
Foyezes10 ay önce

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 profil fotoğrafı
May10 ay önce

I won't be able to play your game

Andrej Szontagh profil fotoğrafı
Andrej Szontagh10 ay önce

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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