Adjustable Area Shadows (viewport low-res pictures). Correct overlapping shadows - something which is not possible with actual algorithms like Nvidia PCSS.
more pictures and movies soon
default crysis shadows
another test with overlapping
larger area shadows. Notice how the teapot handle cast sharp shadow - how it's supposed to. Objects should cast sharp shadows on closer objects and soft or very soft on farther surfaces
some older tests
That's pretty cool. Does it work at least higher than 1 fps? Any plans to release this to the public?
ReplyDeleteThey are very slow and only for rendering. But a good workflow would be to work with the normal shadows and turn on area shadows only at the final render.
ReplyDeleteI will add details about this at a later date.
Any news? I would love to know how this is done.
ReplyDeleteI had a idea and tried laying out a grid of low res shadow casting lights to get area shadows as a form of indirect-shadowing/illumination for this Crysis 2 indoor scene.
Interesting. Good results. But can you select the shadow resolution of particular selected lights ?
ReplyDeleteAbout my solution - I will talk about that later. I have to finish something first.
Hi, have you got any more updates? What method are you using for this?
ReplyDelete