Product Chat / Question about shadow

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Snake200
17
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Joined: 9th May 2007
Location: Slovakia
Posted: 17th Jul 2014 15:38
My question is: why only LOD2 casts a shadow? I noticed it on my model that had horrible shadow
So, I did a small research by using both FPSC Reloaded and Neoaxis Engine. I prepared some screenshots to show my result.
Ok, the following images should explain everything.










I did the same thing with Neoaxis and here is the result.







Any chance to do something with this issue?
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science boy
16
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Joined: 3rd Oct 2008
Location: Up the creek
Posted: 17th Jul 2014 15:39
neo axis what is this?

an unquenchable thirst for knowledge of game creation!!!
Uman
GameGuru TGC Backer
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Joined: 22nd Oct 2004
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Posted: 17th Jul 2014 15:47
Neo Axis Game Engine
science boy
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Joined: 3rd Oct 2008
Location: Up the creek
Posted: 17th Jul 2014 15:51
will it do rpgs?

an unquenchable thirst for knowledge of game creation!!!
The Next
TGC Web Engineer
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Joined: 3rd Dec 2007
Location: United Kingdom
Posted: 17th Jul 2014 16:06 Edited at: 17th Jul 2014 16:06
@science boy



http://bit.ly/1nABy0j





Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked
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Snake200
17
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Joined: 9th May 2007
Location: Slovakia
Posted: 17th Jul 2014 19:38
The problem is when you use a really high quality model and your LOD2 is very LowPoly to keep the frame rate on the high level, the shadow map looks very bad then.
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LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 24th Jul 2014 14:44
@Snake200 : Can you email me the test shape to lee@thegamecreators.com and I will do some tests. The reason LOD2 is chosen for the shadow is for performance reasons. If you feel there is a strong need to cast shadows from the LOD that is presently visible
Teabone
Forum Support
18
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Joined: 8th Jun 2006
Location: Earth
Posted: 24th Jul 2014 14:48
Should different LOD's really be of different shapes though? I thought they were just used as a way to use lower poly objects based on how much distance you are from them?

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
unfamillia
Forum Support
14
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 24th Jul 2014 22:02
To be fair, the shadow is present through all three levels of LOD, which is fine, as all three models will be placed in the exact same location. So, to the untrained eye, the shadow will be cast by all three LOD's.

I personally don't see an issue here.

If you were to run this test again with all three models placed int he exact same location, you wouldn't be able to tell that the shadow isn't working properly.

Cheers

Jay.

LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 30th Jul 2014 12:39
In V1.009 the engine will now use the shadow from the LOD being viewed, rather than defaulting to the lowest LOD level. I originally did this to save some performance, but perhaps this assumption did not save any speed and simply created problems for third party artists. Let me know how it goes when you get the V1.009 build.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

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