DudeAwesome Posted February 4, 2014 Share Posted February 4, 2014 I create some kind of 3D menu for my game and started with a prototype to test if it works. I created a background and some buttons and added some models + a animated character. if my cam is in front of the buttons (orange cuboids) shadows are ok but still ugly (MSAA 8x @ 1600x900) how can I increase the quality of the shadows? cam: https://www.dropbox.com/s/nfv04j1sq8utlqx/Screenshot%202014-02-04%2023.46.59.png output: https://www.dropbox.com/s/vdrn8v8q9cjy12b/Screenshot%202014-02-04%2023.46.40.png if I pull the camera a little bit to the right it looks like this and drops strange shadows cam: https://www.dropbox.com/s/2uz9o8zwluo4ixw/Screenshot%202014-02-04%2023.47.48.png output: https://www.dropbox.com/s/jxx82pn9bfxdu2c/Screenshot%202014-02-04%2023.47.28.png first I thought it is because my lightning source but I changed the position from my light, nothing changed I also noticed that the camera behavior is a little bit strange when you select a camera in the perspective window and use WASD to move the camera from the editor itsself. it looks like the blue camera lines have a wrong behavior. Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
YouGroove Posted February 4, 2014 Share Posted February 4, 2014 I got that problems already. Mainly from geometry problems :when they are boxes penetrating a big one , shadows or lights can do such glitches. You could try to use simple models to see if it makes a difference ? I made sam wall for you in FBX format , ready to import and test wall.zip Quote Stop toying and make games Link to comment Share on other sites More sharing options...
DudeAwesome Posted February 4, 2014 Author Share Posted February 4, 2014 mhmm I imported your model, resized it and added the orange grid in the model editor. (the UV maps are pretty ****ty btw. the lighting is strange wrong even without no material) but the material is not drawn. its just a small touch in orange. https://www.dropbox.com/s/gpsormdfarrquot/Screenshot%202014-02-05%2000.18.43.png Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
Josh Posted February 4, 2014 Share Posted February 4, 2014 It looks like that might just be a normal artifact from where directional light stages change. The further stages have less accuracy and will have more pronounced artifacts like that. This is just a normal thing that happens in any game using cascaded shadow maps: Fun fact: early in the development of Leadwerks 2 I experimented with parallel-split shadow maps and dual paraboloid shadow maps, but both had horrible glitches that could not be overcome, due to their fundamental design. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
shadmar Posted February 5, 2014 Share Posted February 5, 2014 I tried dual paraboloid env reflection, it reflects in realtime but it looks wierd and streched. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted February 5, 2014 Share Posted February 5, 2014 Give us back Lightmap import for static geometry 2 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
DudeAwesome Posted February 5, 2014 Author Share Posted February 5, 2014 but the problem only exists when I have my camera at position B. Is this a bug or I doing something wrong, its just a simple scene with no fancy stuff and I´m not even able to do such anything? you also noticed the strange camera behavior when you click the camera in the editor (in perspective view) and move around with WASD. the "view" (blue lines) moving strange. Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
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