agmcleod Posted August 8, 2017 Share Posted August 8, 2017 Lift your arm high over your table if you're inside, and bring it down towards the surface. As you do this, the shadow becomes more in focus, and more crisp. I'm wondering if it's possible to replicate this behaviour using the shadow maps or not. I have a setup fairly similar to the example here: https://www.babylonjs-playground.com/#IIZ9UU. But even when you toy with the Y position of the torus in that example, the shadow keeps the same level of blur, regardless of distance from light. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 8, 2017 Share Posted August 8, 2017 The blur is independent from the distance but we plan to add contact hardening shadows for 3.1 In the meantime you could think about increasing the blur manually based on distance? Quote Link to comment Share on other sites More sharing options...
agmcleod Posted August 8, 2017 Author Share Posted August 8, 2017 Ahh good to know. Adjusting the blur would apply to whole shadow map eh? Btw thanks for replying to all my questions. You're a champ on here. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 8, 2017 Share Posted August 8, 2017 yes it will apply to the whole map but it could be enough depending on the object Quote Link to comment Share on other sites More sharing options...
agmcleod Posted August 8, 2017 Author Share Posted August 8, 2017 i'll try it to keep simple, or maybe average it. I'm applying to two cubes moving independently. Quote Link to comment Share on other sites More sharing options...
agmcleod Posted August 8, 2017 Author Share Posted August 8, 2017 That did the trick. The shadows dont look as good when the cubes are higher up as they did. But it works well enough for this purpose. I'll check out 3.1 changes once they come. Thanks again. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 8, 2017 Share Posted August 8, 2017 You rock! Quote Link to comment Share on other sites More sharing options...
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