Page 1 of 1

PSVSM(for XEffect)

Posted: Mon Jan 02, 2012 7:02 pm
by wiedzmin112
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])
Image
Image
Image

New hard shadows :)
Image

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

Re: PSVSM(for XEffect)

Posted: Wed Jan 04, 2012 11:09 pm
by BlindSide
Hey cool! Nice to see people still improving XEffects :D

Do you have a link to a demo/source or something?

Cheers,

Re: PSVSM(for XEffect)

Posted: Thu Jan 05, 2012 2:58 pm
by wiedzmin112
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.

Re: PSVSM(for XEffect)

Posted: Fri Jan 06, 2012 12:50 pm
by Valmond
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) ?

Re: PSVSM(for XEffect)

Posted: Fri Jan 06, 2012 1:47 pm
by wiedzmin112
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?

Re: PSVSM(for XEffect)

Posted: Fri Feb 10, 2012 8:15 pm
by kazymjir
Ładnie!

Re: PSVSM(for XEffect)

Posted: Fri Feb 10, 2012 10:20 pm
by ent1ty
Agreed, the hard shadows look really good(only need a better ground texture :P )

Re: PSVSM(for XEffect)

Posted: Tue Mar 13, 2012 9:29 pm
by Erelas
Looks great! Any chance of making this work with latest Irrlicht 1.8 build which has IrrCg added in?

Re: PSVSM(for XEffect)

Posted: Wed Mar 14, 2012 6:47 am
by REDDemon
is this dual paraboloid mapping ? :D anywya i find tree[d] a bit obscure
Best 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.
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_O

Re: PSVSM(for XEffect)

Posted: Wed Mar 14, 2012 7:11 am
by ACE247
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 :lol:

Re: PSVSM(for XEffect)

Posted: Mon Mar 19, 2012 7:31 am
by mengzhu
It 's the thing I dream of..... :shock: ,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 :mrgreen: )

Re: PSVSM(for XEffect)

Posted: Mon Mar 19, 2012 2:54 pm
by wiedzmin112
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)