Beta2 Bug: PointLight shadow problems
by Hewster · in Torque 3D Professional · 05/25/2009 (11:12 pm) · 4 replies
Hi,
See pic:

and a short vid:
CLICKY (divx codec 3.5Mb)
Corruption seems to occur along the worlds X axis
Have tried different meshes and positions and worlds, and played with the lights settings.
this "gap" is always present.
See pic:

and a short vid:
CLICKY (divx codec 3.5Mb)
Corruption seems to occur along the worlds X axis
Have tried different meshes and positions and worlds, and played with the lights settings.
this "gap" is always present.
#2
Try rotation your light 90 degrees around the X axis to see if this will rotate the "equator" into a position it isn't so bad.
05/26/2009 (7:04 am)
It's the dual paraboloid equator line. Shadows are likely to be inaccurate along it, since it's where the geometry deforms the most, but it shouldn't be that bad. Seems the dual paraboloid needs some more work.Try rotation your light 90 degrees around the X axis to see if this will rotate the "equator" into a position it isn't so bad.
#3
(which is ok so long as the light is always above whatever is being lit)
I guess you could rotate each light depending on its position and use in
the game to minimise this horrible "feature" !
Thanks for the post Playlore
05/26/2009 (8:41 am)
I rotated the light 90o and now the "equator" is horizontal(which is ok so long as the light is always above whatever is being lit)
I guess you could rotate each light depending on its position and use in
the game to minimise this horrible "feature" !
Thanks for the post Playlore
#4
1) A gap at the equator is a side effect of how the single pass paraboloid shadow map works. It will be better or worse depending on the tesselation of the shadow casting geometry and the proximity to the light source.
2) There is a bug in general in the paraboloid shadow maps that add more gap there than it should have.
Also we didn't get the other point shadow types working for beta 2... this includes the Paraboloid, DualParaboloid, and CubeMap shadow types. A quick overview of these types...
Paraboloid - This is a single hemisphere paraboloid map and only shadows in the +Y direction of the point light. Being a single hemisphere its really cheap to update and wastes little video memory.
DualParaboloid - This is a paraboloid map using two hemispheres facing in the +Y and -Y directions of the point light. Its more expensive because it has to do two scene renders to update the shadow casters for each hemisphere. It also takes up twice as much video memory as Paraboloid.
DualParaboloidSinglePass - This is a fancy trick Pat figured out. Its the same as the DualParaboloid except that it only takes a single render pass to update the shadow casters. The side effect is you get errors around the hemisphere edges, but if it works for your particular scene its half the CPU/GPU cost of a DualParaboloid.
CubeMap - When all else fails this is the highest quality and most expensive of the shadow maps. It has to do 6 render passes to update the shadow casters on all the faces of the cube. It also takes up 6x the video memory as a Paraboloid shadow map.
These will all be working for beta 3.
Also the PSSM and Spot shadow types are for the Sun and Spotlight shadows respectively... i'll cover those some other time.
05/26/2009 (12:08 pm)
There are two issues at play there. 1) A gap at the equator is a side effect of how the single pass paraboloid shadow map works. It will be better or worse depending on the tesselation of the shadow casting geometry and the proximity to the light source.
2) There is a bug in general in the paraboloid shadow maps that add more gap there than it should have.
Also we didn't get the other point shadow types working for beta 2... this includes the Paraboloid, DualParaboloid, and CubeMap shadow types. A quick overview of these types...
Paraboloid - This is a single hemisphere paraboloid map and only shadows in the +Y direction of the point light. Being a single hemisphere its really cheap to update and wastes little video memory.
DualParaboloid - This is a paraboloid map using two hemispheres facing in the +Y and -Y directions of the point light. Its more expensive because it has to do two scene renders to update the shadow casters for each hemisphere. It also takes up twice as much video memory as Paraboloid.
DualParaboloidSinglePass - This is a fancy trick Pat figured out. Its the same as the DualParaboloid except that it only takes a single render pass to update the shadow casters. The side effect is you get errors around the hemisphere edges, but if it works for your particular scene its half the CPU/GPU cost of a DualParaboloid.
CubeMap - When all else fails this is the highest quality and most expensive of the shadow maps. It has to do 6 render passes to update the shadow casters on all the faces of the cube. It also takes up 6x the video memory as a Paraboloid shadow map.
These will all be working for beta 3.
Also the PSSM and Spot shadow types are for the Sun and Spotlight shadows respectively... i'll cover those some other time.
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