View Full Version : Cast shadow
Rune86 07-03-2002, 11:17 PM hi,
when i cast a shadow on a plane whose texture is a bitmap with a high "repeat uv", i see big pixels on the render.
how can i arrange that?
Thanx :rolleyes:
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bigfatMELon
07-04-2002, 09:44 AM
Can you post an image? Not sure what you mean exactly.
-jl
Rune86
07-04-2002, 09:59 AM
Here is the picture. don't pay attention to the text on the picture. the matter is the shadow on the wall.
anthonymcgrath
07-04-2002, 11:22 AM
are you using depth map shadows? looks like a simple case of adjusting your depth map filter size under your lights shadow options. if thats giving too much softness to the shadow increase the depthmap resolution instead. :shrug:
Jhonus
07-04-2002, 12:35 PM
try turning off "cast shadows" on that wall if its not needed. From what i understand that will effectively increase the res of the depth map by narrowing the area which it has to calculate.
Rune86
07-04-2002, 02:15 PM
Thanx,
it's okay now.
anthonymcgrath
07-04-2002, 02:42 PM
hey what was it in the end?
Rune86
07-04-2002, 02:51 PM
I just had to adjust the depth map shadow.
Thanx
bigfatMELon
07-04-2002, 06:09 PM
Another option would have been to manually adjust the dmap coverage angle. Turning off auto would prevent it from decerning the coverage of the map area by the objects present in the scene, returning explicit control to you. By looking from the light's POV, you can figure what the real angle should be.
Often is the case that both typs of measures are needed for good shadows. A touch of filter (blur) wouldn't hurt either.
There is also another type of resolution shortening that can occur (depth) which requires the hidden feature of manually adjusting the light's own front/back clipping planes. These are also auto calced based on objects in the scene. Generally, scenes with very large scales and lights that are placed large distances (the sun) from the scene benefit from having their front clipping plane moved as close to the first meaningful casting surface as possible.
Oh, but look at the time... I'm missing too much Warcraft.
-jl
anthonymcgrath
07-04-2002, 06:53 PM
nice one melon. thats some tek sh*t there! have to play with the depth map coverage angle and see what It can do. never tried to play with the clipping plane much either. good tips man!
wmaher2
07-05-2002, 01:02 AM
Yeah do as the wise melon sez , it will make your render times more efficiant//
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