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#1 2011-12-02 19:14:53

stringer
Member

Shadows

Dear beta users,

You will find revamped shadows in the version 0.13 of guerilla:

- Less aliasing in shadow maps and antialiased shadow maps
- Faster build for shadow maps
- Antialiased shadow maps now support mipmaps and colors
- Raytraced shadows support tracing materials that have opacity too

Quick recap:
If you want colored shadows you will need for both raytraced shadows and antialiased shadow maps to activate in the primitive materials the "Shaded Shadows" option.
For raytraced shadows you will also need to activate the option "Trace Opacity" in the shadow node itself.

Note that "Quality" option now controls in case of antialiased shadow maps the precision of the mipmaped lookup. That means if your shadow is small on screen regarding its resolution and/or has lots of blur, the lookup will possibly use lower level mipmaps. "Full" setting always uses full resolution of base level at the expense of render speed and guerilla's cache usage.


http://www.guerillarender.com/images/colored_shadows.PNG
Colored shadow maps for a Volume (works of course with Surface too!)

http://www.guerillarender.com/images/mipmaped_shadows.PNG
Mipmaped shadow maps. In this case when using the Middle setting, rendering time is divided by a factor 2 with a lower cache usage (-20%).

http://www.guerillarender.com/images/raytraced_colored_shadows.PNG
Raytraced colored shadows

Guillaume


Guillaume 'Stringer' Potier
Guerilla developer
http://www.mercs-eng.com

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#2 2011-12-02 22:34:44

MattRM
Member

Re: Shadows

Hi,

Super the new shadows, great work

Matt

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#3 2011-12-03 11:34:25

pitiwazou
Member

Re: Shadows

Yes, very good !


The member to blame ! ^^
C├ędric Lepiller, Freelance 3D
http://www.pitiwazou.com/

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#4 2011-12-11 12:17:19

MattRM
Member

Re: Shadows

Hi Stinger,

I have question about colored shadows, I tried them but I have strange result like in the picture below :

http://mattrm.blogs.3dvf.com/files/2011 … OR_SHD.png
http://mattrm.blogs.3dvf.com/files/2011 … HD_002.png
http://mattrm.blogs.3dvf.com/files/2011 … HD_003.png

Could you send me you're scene you used or can I call you monday ? Or maybe you're already an answer, my principal problem is the invert color in shadows and darker part of shading. If I put an invert before opacity color in shader, color is good, but opacity not at all, maybe I missed something. Instead, the new shadows are great and saw the shadows during computation is really good to see where the shadow block sometime.

A++

Matt

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#5 2011-12-11 19:27:09

pixo
Member

Re: Shadows

Hello MattRm,

Did you try RGB to HSV to manipulate V as the opacity then invert the color  and finally HSV to RGB ?
(by the way nodally use X,Y,Z|comp to manipulate H as X ,S as Y and Z as V)
Unfortunately i don t have the last guerilla to test it but something like this should work.
Cheers,
Pixo

Last edited by pixo (2011-12-11 19:29:48)

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#6 2011-12-11 22:24:46

MattRM
Member

Re: Shadows

Hi Pixo,

I'll try, I had the same trouble with 3delight, and the answer was in the light. In all way I'll try.

ps : The 0.13 is still buggued but it's really good

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#7 2011-12-11 23:26:27

pixo
Member

Re: Shadows

Hi MattRm,
May be there is a simplest way, let wait for Stringer advices.
I m looking forward to test this wonderful version.
Take care

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