Ok, I'm finally spending time with 7.61 Workspace. I've been playing
around a bit and have to admit the power , quality and speed of the
real time is kind of addicting.... I've got "some" errrr... ok lots of
questions.... But here are a few...
1. I remember awhile back a real time animation of an exhaust effect (shader).
A semi-transparent procedural - anyome remember were that came from?
2. I turn UP the shadow map size from 512 to 4096 but I still get shadow
edge jaggies on my sub-division surface models. How do I reduce or get
rid of that???
3. Can infinite and point lights cast shadows? I can only get the SPOT
lites to cast.
I'm using tS7.61.......
SPENDING TIME WITH tS7.61 (WorkSpace)...
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Jimmer
- Chief Petty Officer
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SPENDING TIME WITH tS7.61 (WorkSpace)...
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Steinie
- Captain
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Re: SPENDING TIME WITH tS7.61 (WorkSpace)...
This should help, answered from the old Caligari site:
Parva
"Shadow Casting lights are (currently) Spot, Directional and Projector Light.
At the sample of the Directional Light (only this has the Lightbeam setting).
The two important settings are Lightbeam "Size" and Shadow "Map Size".
Adjust the beam size to the area you want to cover with shadows
but keep in mind that you will need a larger shadow map to get fine details,
if you want a large beam size.
A large shadow map can cover more details like a large texture map.
2048 is mostly a high enough setting. Normal are 512 or 1024.
Some additional settings are the "bias" control.
Here you can set the accuracy of the shadow casting. A lower value will even cast shadows from fine mesh details. I don't know the exact description for this feature yet but you can take a look in the manual.
The filtering use PCF (Percentage Closer Filtering) if you move the slider from left to right you increse the Blur calculation.
I for myself would like to see some more advanced shadow techniques like Variance or Cascade Shadow mapping but for now this is what we have."
Jack Edwards
"Infinite lights don't cast shadows in Workspace, so you'll need to use a Directional light for realtime shadows. You'll need to set the size large enough to cover your scene. The light will need to be a certain distance from the objects to work correctly -- unlike the infinite light.
There are a lot of settings for controlling quality:
FilteringQuality
FilterSize
MapSize
SamplesCount
The two simplest changes that will make the largest difference are to increase the shadow MapSize value to something like 4096 (keep in mind this uses up a lot of ram on your video card so that may limit how high you can go) and then subdivide the surface receiving the shadow to give it more geometry. The shadowing is calculated per polygon, so if you have large polygons they will have poorer quality shadows. So for best results you want to try to maintain a uniform polygon density for mesh recieving the shadow."
Tom G
As a note, most of the light set ups you see in the Lights library are for offline rendering. They are converted from the old tS6.6 libraries, and use infinite lights for shadows generally, which means they will render fine in Lightworks but won't do much good for your real-time scene.
Best bet is to create the real-time lighting from scratch using the Spotlight and Directional lights for shadows (the only 2 types that will give you shadows in real-time), using the tips and information below.
Parva
"Shadow Casting lights are (currently) Spot, Directional and Projector Light.
At the sample of the Directional Light (only this has the Lightbeam setting).
The two important settings are Lightbeam "Size" and Shadow "Map Size".
Adjust the beam size to the area you want to cover with shadows
but keep in mind that you will need a larger shadow map to get fine details,
if you want a large beam size.
A large shadow map can cover more details like a large texture map.
2048 is mostly a high enough setting. Normal are 512 or 1024.
Some additional settings are the "bias" control.
Here you can set the accuracy of the shadow casting. A lower value will even cast shadows from fine mesh details. I don't know the exact description for this feature yet but you can take a look in the manual.
The filtering use PCF (Percentage Closer Filtering) if you move the slider from left to right you increse the Blur calculation.
I for myself would like to see some more advanced shadow techniques like Variance or Cascade Shadow mapping but for now this is what we have."
Jack Edwards
"Infinite lights don't cast shadows in Workspace, so you'll need to use a Directional light for realtime shadows. You'll need to set the size large enough to cover your scene. The light will need to be a certain distance from the objects to work correctly -- unlike the infinite light.
There are a lot of settings for controlling quality:
FilteringQuality
FilterSize
MapSize
SamplesCount
The two simplest changes that will make the largest difference are to increase the shadow MapSize value to something like 4096 (keep in mind this uses up a lot of ram on your video card so that may limit how high you can go) and then subdivide the surface receiving the shadow to give it more geometry. The shadowing is calculated per polygon, so if you have large polygons they will have poorer quality shadows. So for best results you want to try to maintain a uniform polygon density for mesh recieving the shadow."
Tom G
As a note, most of the light set ups you see in the Lights library are for offline rendering. They are converted from the old tS6.6 libraries, and use infinite lights for shadows generally, which means they will render fine in Lightworks but won't do much good for your real-time scene.
Best bet is to create the real-time lighting from scratch using the Spotlight and Directional lights for shadows (the only 2 types that will give you shadows in real-time), using the tips and information below.