DeadlyMatter screenshots #2

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Nils
Posts: 160
Joined: Thu Feb 05, 2015 3:32 am
 
by Nils » Sat Apr 30, 2016 4:26 am
JeffR wrote:Another is having a duplicate material on a lower LOD that just has the 'casts shadows' flipped off and the like.


Yes that's an option. DM has several props with lower LOD materials; mostly with only the diffuse map and stripped all of the rest. The problem with that though is that the shadow side of the object will appear much brighter (with dark ambient settings) and switching from the higher LOD to a lower one can be painfully visible. Often I found that a high res imposter will do the job better in the optimization in T3D. Shadows for imposters can be set off, though it's either on or off for the whole scene ($pref::imposter::canShadow), having it per imposter material could be a good feature for the artist.
(The quality of the auto generated imposters need desperately improvement though, but that's another discussion).

'Shadow Proxies' sound like a good feature to have; I totally agree. Perhaps even make it possible to use the collision shapes for that as well; which could do for particular props.

In large scenes, most objects like foliage and rocks etc. will be either brought into the scene via the forest tool or with groundcover (or procedural). It's already possible to turn on/off the shadows per groundcover object; perhaps it's an idea to do this for forest objects as well, giving the artist more control there.

With dynamic lighting and time-of-day you'd want to have the shadows drawn by the terrain to be rendered much further then 200m. T3D doesn't have the possibility to handle those separately, sadly enough, so solely depending on normals :|
JeffR
Steering Committee
Steering Committee
Posts: 755
Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Sat Apr 30, 2016 7:30 pm
Nils wrote:Yes that's an option. DM has several props with lower LOD materials; mostly with only the diffuse map and stripped all of the rest. The problem with that though is that the shadow side of the object will appear much brighter (with dark ambient settings) and switching from the higher LOD to a lower one can be painfully visible. Often I found that a high res imposter will do the job better in the optimization in T3D. Shadows for imposters can be set off, though it's either on or off for the whole scene ($pref::imposter::canShadow), having it per imposter material could be a good feature for the artist.
(The quality of the auto generated imposters need desperately improvement though, but that's another discussion).


Good point on the impostors. Also yes, the impostor generation needs to get fixed up. It's definitely not as good as it should be.

'Shadow Proxies' sound like a good feature to have; I totally agree. Perhaps even make it possible to use the collision shapes for that as well; which could do for particular props.


Hm, not a bad idea.

In large scenes, most objects like foliage and rocks etc. will be either brought into the scene via the forest tool or with groundcover (or procedural). It's already possible to turn on/off the shadows per groundcover object; perhaps it's an idea to do this for forest objects as well, giving the artist more control there.

Yeah, that'd be a good idea. Have it act as an override to whatever settings are on the forest item's material.

With dynamic lighting and time-of-day you'd want to have the shadows drawn by the terrain to be rendered much further then 200m. T3D doesn't have the possibility to handle those separately, sadly enough, so solely depending on normals :|

It's not as bad as you'd think, but yeah, having them go further is always a good thing if possible.

That said, doesn't the PSSM settings have an option for 'last split terrain only'? Or does that not work when you try it?
Chadwee
Posts: 2
Joined: Sat May 07, 2016 10:28 pm
by Chadwee » Sat May 07, 2016 10:30 pm
This looks amazing, please keep us updated
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