Spellcaster Studios

Make it happen…

Decal shadows

Decal-based shadows work better than I expected, it looses that effect of being just a quad below the characters, etc:

screen439

In this case it’s quite hard to make out, except when stuff is moving… Here’s an old screenshot for comparison:

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If you zoom on the shadow you can see the difference…

It’s much more noticeable on the acid cloud enemy… It used to look like this:

screen441

You can’t really tell where the cloud starts… The character is being hit by the cloud where I’m standing, but it seems to be far away from it, because of perspective and particle density…

Now, with the new decal-based shadow, it becomes much easier to spot:

screen442

It adds volume to it as well, which is nice…

Now to do the same to the lightning cloud (and better lightning)…

Now listening to “Shatter Me” by “Lindsey Stirling”

Link of the Day: Found this page full of nice papers… There’s some very neat stuff there, especially regarding realtime shadows: http://chriswyman.org/papers.html

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