PSVSM(for XEffect)
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- Posts: 30
- Joined: Tue Oct 18, 2011 3:48 pm
PSVSM(for XEffect)
Hi.
I implemented PSSM from nadro's irrCg example to XEffect.
I added PCF,VSM,alpha transparent(no only casting like normal xeffect but also with receiving) and texture support.
In a short time I will upload source.
Screen shots (palm generated with tree[d])
New hard shadows
Uploaded with ImageShack.us
(This is directional light. Light works at about 4 000 x 4 000 size of world )
It also works with xeffect post-process effect's.
DOWNLOAD http://www.situations.pl/download/PSVSM ... her112.rar
Special thanks to nadro and devsh
Sorry for my bad english because i'm using google translate
I implemented PSSM from nadro's irrCg example to XEffect.
I added PCF,VSM,alpha transparent(no only casting like normal xeffect but also with receiving) and texture support.
In a short time I will upload source.
Screen shots (palm generated with tree[d])
New hard shadows
Uploaded with ImageShack.us
(This is directional light. Light works at about 4 000 x 4 000 size of world )
It also works with xeffect post-process effect's.
DOWNLOAD http://www.situations.pl/download/PSVSM ... her112.rar
Special thanks to nadro and devsh
Sorry for my bad english because i'm using google translate
Last edited by wiedzmin112 on Thu Jan 05, 2012 8:11 pm, edited 2 times in total.
Re: PSVSM(for XEffect)
Hey cool! Nice to see people still improving XEffects
Do you have a link to a demo/source or something?
Cheers,
Do you have a link to a demo/source or something?
Cheers,
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
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- Posts: 30
- Joined: Tue Oct 18, 2011 3:48 pm
Re: PSVSM(for XEffect)
I'm trying to add harder shadow's.
I think that today I will upload full source code and simple demo
BTW.I write simple post-process fog using depth pass.
I think that today I will upload full source code and simple demo
BTW.I write simple post-process fog using depth pass.
Re: PSVSM(for XEffect)
This is really excellent, good working!
I tried to make PSSM long time ago, if I can check out your sources I might even get it to work
ps. does it work with hlsl (DirectX) ?
I tried to make PSSM long time ago, if I can check out your sources I might even get it to work
ps. does it work with hlsl (DirectX) ?
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- Posts: 30
- Joined: Tue Oct 18, 2011 3:48 pm
Re: PSVSM(for XEffect)
I added download url in main post (red text).
I don't know why it's only works with OpenGL(shaders are in CG).
PS. In 15/30 minutes i'll upload new version with small demo with possibility change the perfomance
PS.2 Is there somebody here who has low poly castle model?
I don't know why it's only works with OpenGL(shaders are in CG).
PS. In 15/30 minutes i'll upload new version with small demo with possibility change the perfomance
PS.2 Is there somebody here who has low poly castle model?
Re: PSVSM(for XEffect)
Ładnie!
Re: PSVSM(for XEffect)
Agreed, the hard shadows look really good(only need a better ground texture )
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Re: PSVSM(for XEffect)
Looks great! Any chance of making this work with latest Irrlicht 1.8 build which has IrrCg added in?
Re: PSVSM(for XEffect)
is this dual paraboloid mapping ? anywya i find tree[d] a bit obscure
Especially regarding "3D model generators" and "texture generators". What if a game engine is generating a mesh (I.E. terrain or particles) or a texture (I.E building mipmaps)? O_OBest of all tree[d] is free to use, and you can include the trees you make in your own projects, commercial or free, as long as they are not model packs, texture packs, 3D model generators, or texture generators.
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me
Re: PSVSM(for XEffect)
Tree[d] IS obscure... I find it quite impossible to use, ngplant is better, but just as weird and speedtree costs a million
Oh and there's still Arbaro, but I think that just wants to kill its users
Oh and there's still Arbaro, but I think that just wants to kill its users
Re: PSVSM(for XEffect)
It 's the thing I dream of..... ,I 've learned some basics shadowmaps knowledge but it's so hard to me to understand PSSM clearly and do it on Irr(though I 've downloaded many examples )
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- Posts: 30
- Joined: Tue Oct 18, 2011 3:48 pm
Re: PSVSM(for XEffect)
Heheh - maybe today i'll send to irrlicht forum something that i'm creating now - beautyInRender .
With beautyInRender you can render your scene with:
-deffered rendering
-shadows(PSVSM)
-post processing(Motion Blur(done),Depth of Field,Bloom,Blur etc.(Work in progress)
With beautyInRender you can render your scene with:
-deffered rendering
-shadows(PSVSM)
-post processing(Motion Blur(done),Depth of Field,Bloom,Blur etc.(Work in progress)