Is there a way to expose filtering options to get rid of banding?
by James Brad Barnette · in Torque 3D Professional · 07/07/2009 (7:57 am) · 4 replies
Back in the day in like Quake 3 engines there was a switch between bilinear and trilinear filtering that would reduce the LOD texture filtering ring That I must say is VERY obvious in it's current state. Not sure if this is how it will be in the final product but is there somewhere that this can be adjusted? I dont just mean the distance at which he change happens But perhaps either the type of filtering or perhaps increasing the amount of space it takes for the transition to occur? Right now there is a VERY hard change in thing like the detail of the shaders as well as the dynamic shadows. I think that it is very distracting and take away from the player "immersion" in the environment.
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#2
07/07/2009 (10:27 am)
you can force things but that is always a bad idea. Mainly I think a control for the width of the transition might do the trick it is a very hard transition as it is currently
#3
The PSSM technique splits the view frustum at different, increasing, distances and render an orthographic projection from the light direction of each split into same-sized buffers. Since the frustum is cone-shaped, the areas closer to the camera become more detailed than the ones further. The shader does the shadowmapping for all split buffers and selects which one to show based on distance and fades between them. Anyway, the effect is very similar to what trilinear filtering does.
The fade distances are customizable in the world editor. If you're seeing hard splits, experiment with different values.
07/07/2009 (10:40 am)
The shadow transitions have nothing to do with trilinear or mip-mapping. The fade between the PSSM shadow levels is done in the shader. The PSSM technique splits the view frustum at different, increasing, distances and render an orthographic projection from the light direction of each split into same-sized buffers. Since the frustum is cone-shaped, the areas closer to the camera become more detailed than the ones further. The shader does the shadowmapping for all split buffers and selects which one to show based on distance and fades between them. Anyway, the effect is very similar to what trilinear filtering does.
The fade distances are customizable in the world editor. If you're seeing hard splits, experiment with different values.
#4
where? I do not seem to be able to find them anywhere.
07/07/2009 (10:46 am)
Quote:The fade distances are customizable in the world editor. If you're seeing hard splits, experiment with different values.
where? I do not seem to be able to find them anywhere.
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