Welcome, Guest! Login | Register
Shadow mapping in 3D Rad?
Info
Report
77 Posts

As you all know that 3D Rad generates shadows using a method called shadow volumes, which works by casting a 3D mesh on other meshes. Now the problem with this method is it's really outdated, slow, works horribly with animated meshes and generates artefacts when using high-resolution models. I wondering if it would be possible to implement a different method called shadow mapping, which works by getting the z depth pass of the camera and using it as a reference to generate a texture. This texture is cast on other meshes to generate shadows. Not only this method solves the above problems but also is used some highly popular engines like Unity and Unreal Engine 4.
Created on: 4 months ago
Edited on: 2 months ago
Info
Report
39 Posts

I really have no idea. In 3D Rad the best method to create shadows is using lightmaps.
Created on: 4 months ago
Info
Report
53 Posts

Moreover, when I use them on high-poly models, 3D RAD crashes...
Created on: 4 months ago
Info
Report
77 Posts

@athanatos What about dynamic models??
Created on: 4 months ago
Info
Report
39 Posts

I know, try creating a separate model, without textures, without backfaces exposed, and with less that 2k polys.
Created on: 4 months ago
Info
Report
16 Posts

@athanatos Yes That is What I used to do, Make a Separate low poly mesh for the shadow
Created on: 4 months ago
Edited on: 4 months ago
Info
Report
39 Posts

Created on: 3 months ago
Info
Report
77 Posts

@kulu This ain't realtime
Created on: 2 months ago
Edited on: 2 months ago
Info
Report
14 Posts

Hi DeTed 3DRAD only supports Volume type shadows.

The only that may be available is through shaders HLSL but don't ask me how as I have no idea about shaders. But I do remember some basic discussions about it back on the original forum and I don't think anything was resolved then.

n_iron
Created on: 2 months ago
Reply
Preview
Post
Or use the advanced reply form here...
Sponsored