Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Landscape shadows  (Read 3339 times)

Andrey

  • Jr. Member
  • *
  • Posts: 14
  • newbie
Landscape shadows
« on: March 11, 2012, 11:50:58 am »

Since first day I flew in Outerra I notice that landscape do not produce shadow to itself.
So for example when you are inside tight canyon one of it side will be always lighted by sun. Moreover cockpit shadows are counted too, however you are "inside" shadow.

This is pretty complicated task, do you plan to fix this ?

Thanks
 
Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6618
  • Pegs is clever, but tae hain’t a touch sentimental
    • outerra.com
Re: Landscape shadows
« Reply #1 on: March 11, 2012, 12:54:48 pm »

Actually it's not that complicated, we just need to perform some adjustments to the shadow map first, and then we'll add terrain self-shadowing.
Logged

Andrey

  • Jr. Member
  • *
  • Posts: 14
  • newbie
Re: Landscape shadows
« Reply #2 on: March 11, 2012, 01:07:14 pm »

Actually it's not that complicated, we just need to perform some adjustments to the shadow map first, and then we'll add terrain self-shadowing.

Sounds great! One more about shadows - IMHO aircraft shadows looks too dark, looks like it's under studio projector, but in real life atmosphere reflect some sunlight so shadows are not so contrast. Yes I know about shadow light adjuster, but it influence into ground shadow too, and not bright enough to me even on max "lighter"...

Thank you for work you do! 
Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6618
  • Pegs is clever, but tae hain’t a touch sentimental
    • outerra.com
Re: Landscape shadows
« Reply #3 on: March 11, 2012, 02:22:36 pm »

The shadows should be the same on objects and terrain, except that there's some problem with shadow lighting in higher altitudes - makes it too dark.
Logged

Andrey

  • Jr. Member
  • *
  • Posts: 14
  • newbie
Re: Landscape shadows
« Reply #4 on: March 11, 2012, 03:09:55 pm »

The shadows should be the same on objects and terrain, except that there's some problem with shadow lighting in higher altitudes - makes it too dark.

Well... then you should agree that, it's too dark even on low altitude now. Atmosphere influent on shadows, make them brighter... Compare:


Bright day, blue sky.

Moreover no strict shadows on overcast weather...
Logged

Luishi5k0

  • Full Member
  • ***
  • Posts: 157
  • newbie
Re: Landscape shadows
« Reply #5 on: March 11, 2012, 03:25:49 pm »

Clearly the answer is to use real time global illumination.
Logged

DuxDucisHodiernus

  • Newbie
  • Posts: 4
  • newbie
Re: Landscape shadows
« Reply #6 on: March 15, 2012, 01:46:44 pm »

Clearly the answer is to use real time global illumination.

Clearly.
How come no one else realized that?

//NO SARCASM
Logged

Luishi5k0

  • Full Member
  • ***
  • Posts: 157
  • newbie
Re: Landscape shadows
« Reply #7 on: March 15, 2012, 04:21:35 pm »

If you do it right, you can actually have it for not too much of a performance cost.


Then there is the Light Propagation Volumes that I put in the technology section.
Logged

PTTG

  • Member
  • **
  • Posts: 63
  • The following post is procedurally generated:
Re: Landscape shadows
« Reply #8 on: March 15, 2012, 05:11:10 pm »

It's also a problem at dusk. The sun's below the horizon, so everything is pitch black... despite the still-glowing sky.

I guess the simplest thing to do would be to pick an ambient light color based on the average of the sky light sources.

Of course, if we ever want artificial light sources- not to mention night side lights- we're going to need something robust.
Logged