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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 次观看 • 10 个月前 •via X (Twitter)

21 条评论

Foyezes 的头像
Foyezes10 个月前

this is for our upcoming game Wrongly Accused:

the big ch33se 的头像
the big ch33se10 个月前

dynamic shadows are literally the coolest thing ever

🐦‍⬛schaja🐦‍⬛  的头像
🐦‍⬛schaja🐦‍⬛ 10 个月前

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

John Doe 的头像
John Doe10 个月前

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

Foyezes 的头像
Foyezes10 个月前

you definitely can

John Doe 的头像
John Doe10 个月前

Spooky. Zombie dogs?

Foyezes 的头像
Foyezes10 个月前

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

c🕕🕖lboy123454532 的头像
c🕕🕖lboy12345453210 个月前

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 的头像
Foyezes10 个月前

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 的头像
Lord Ruffe10 个月前

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

Foyezes 的头像
Foyezes10 个月前

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 的头像
Lord Ruffe10 个月前

Thank you!

Azumi 的头像
Azumi10 个月前

thanks for the tip!

Omar 的头像
Omar10 个月前

preciate it

ZacheryDew 的头像
ZacheryDew10 个月前

How do you implement PCSS into Godot?

Foyezes 的头像
Foyezes10 个月前

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

NICOLETTI ➖ 的头像
NICOLETTI ➖10 个月前

@Andersonmancini

Ár Noma 的头像
Ár Noma10 个月前

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

Foyezes 的头像
Foyezes10 个月前

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 的头像
May10 个月前

I won't be able to play your game

Andrej Szontagh 的头像
Andrej Szontagh10 个月前

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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