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Questions tagged [shadows]

Dark spaces cast by the presence of a solid object blocking the flow of light. Often helpful for telling where your character is going to land.

1 vote
1 answer
94 views

I cast shadows in either opened or closed environment for a directional light whose lookat position follows the player position. So the shadowmap is refreshed regularly so that I cannot store a fixed ...
philB's user avatar
  • 333
0 votes
1 answer
46 views

I have added cascaded shadows to my pipeline. The whole process seems to works fine as shown in the picture. But I should obtain a progressive “zoom” from the first cascade (red) to the last (blue) ...
philB's user avatar
  • 333
0 votes
0 answers
56 views

I'm using Godot/Redot for my game development but so far this happens when camera projection is orthogonal, there's unknown light following the viewport when the camera is moving. Here's the example ...
KZulfazriawan's user avatar
0 votes
0 answers
80 views

I have been testing out various lighting and shadow settings in Unity since during play mode the stats are showing a much higher set pass call and triangle count to what I know my model has. I have ...
FrontEnd's user avatar
  • 1,789
1 vote
0 answers
214 views

The grass painted onto my terrain is in the shadow area of the house wall, but they're not receiving shadows. Why does this happen?
anderlaini's user avatar
1 vote
1 answer
379 views

This question is about planar shadows as explained in Frank Luna's DX11 book. The author presents the 4x4 shadow matrix, whose bottom right element is n\$\cdot\$L (where n is the plane's normal and L ...
Daniel's user avatar
  • 131
1 vote
0 answers
113 views

I think I got the main idea of shadow cascades but I have misunderstanding of transforming shadow cascades using matrices for getting correct a result. I understand it this so Define shadow cascade ...
Andrey Klimenko's user avatar
0 votes
1 answer
137 views

This is my first attempt in implementing shadow mapping. I am using right hand coordinate system and my projection matrices are producing z values from 0 to 1. I've decided first to use orthogonal ...
Zhukov Artem's user avatar
3 votes
0 answers
117 views

I don't know how to achieve or research smooth lighting on foliage, like in this screenshot of theHunter: Call of the Wild. The grass is translucent, but blocks light smoothly when it's tall and ...
Cebbi's user avatar
  • 201
2 votes
1 answer
463 views

I'm trying to cast shadows from a small (3cm) sphere onto a table surface. If I place a large object, I get shadows as expected, but below a certain size, I get nothing. I appreciate that under ...
Basic's user avatar
  • 1,287
0 votes
1 answer
654 views

I am trying to make a dithering effect on the player so that when the camera comes below or very close to the player he will be dotted or transparent like in Genshin Impact. So, I followed a tutorial ...
Dev 's user avatar
  • 1
0 votes
0 answers
342 views

I'm trying to make a giant minecraft world but light keeps seeping through everything, as every block is paper-thin. Is there a way to increase its thickness? Notice the edges of the meshes. Light is ...
BlenderMaster15's user avatar
0 votes
0 answers
270 views

I have a problem with gaps in shadows in Unity. I know that there are many questions about that, but all of the answers are usually about setting bias property to 0. But this didn't help me. I use ...
crackanddie's user avatar
0 votes
0 answers
279 views

I am looking to draw 2D sprites that cast artificial 3D shadows onto a flat terrain using an additional depth-texture when rendering the sprites. A black/white depth texture is used to add a height-...
Dahl's user avatar
  • 21
0 votes
0 answers
219 views

I'm working with a OpenGL ES/GLSL homebrew engine my company developed, in C++. Below is a screenshot of it rendering shadow acne. The light's direction is too perpendicular to the face of the curve ...
KiraHoneybee's user avatar

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