Login - Create Account
Bookmark and Share

Hard Shadows by jitspoe

Login or Register to post new topics or replies
Sphinx.
Filter Optimizer

Posts: 1344
Filters: 38
Hard Shadows by jitspoe
http://www.filterforge.com/filters/9464.html

Image
Njyldgarkn sample cache!
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1344
Filters: 38
Finally in!

This filter is much welcome - I will return with further comments when I understand what the heck is going on in there - good work!
Njyldgarkn sample cache!
  Details E-Mail
jitspoe
Posts: 187
Filters: 27
Thanks. It's pretty simple. I just do a dot product with the normal for basic lighting (made a separate snippet for HDR normal maps for those who just care about that) and walk along a ray from each sample toward the light source and check if the heightmap is ever higher than that ray. If so, value = 0. Multiply blend the result with whatever your surface color is, then throw the whole thing into FF's lighting with a lot of ambient light to get the ambient occlusion.
  Details E-Mail
jffe
Posts: 2761
Filters: 88
Variation #1 looks pretty realistic, and variation 6 reminds me of some old filters I was making a year or two ago, making *fake* shadows for a 3-D look without using the HDR lighting mode. Cool stuff. smile:)

jffe
Filter Forger
  Details E-Mail
Betis
The Blacksmith

Posts: 1100
Filters: 73
This combined with the new Satellite Image filter could do wonders.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
jitspoe
Posts: 187
Filters: 27
Sure, why not? Too bad it takes like an hour to render, and the mountains are a bit rough, so the shadows are all spiked. I'm tempted to make a shadow-friendly satellite filter now. smile:)

  Details E-Mail
jitspoe
Posts: 187
Filters: 27
Did another test with some slight blur - looks better and renders faster, too!

  Details E-Mail
Betis
The Blacksmith

Posts: 1100
Filters: 73
are you rendering it on top of the diffuse map or the already surface-lit product of the satellite? But I can see that it doesn't look as great as I had imagined. Try a more "solid" terrain? Wait I can do this, why am I ordering you to haha
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
jitspoe
Posts: 187
Filters: 27
More solid like this?

I think there's just too much noise in the trees for this to work well. It wasn't designed with shadow casting in mind.

  Details E-Mail
Betis
The Blacksmith

Posts: 1100
Filters: 73
it's a little hard to tell where the shadows are but when you look closely it actually looks pretty good. smile:)

btw you inspired me to create your anti-filter, ambient occlusion
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
jitspoe
Posts: 187
Filters: 27
I dropped the heightmap down to 25%, and I think it looks a little better - less noisy, more like trees.

Attached the original w/o shadows for reference.

  Details E-Mail
jitspoe
Posts: 187
Filters: 27
Aww, thought editing would allow me to attach 2 images. Here's the lowered heightmap version:

  Details E-Mail
Betis
The Blacksmith

Posts: 1100
Filters: 73
def better smile8)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Betis
The Blacksmith

Posts: 1100
Filters: 73
I modified your filter to accept already-AO'd images, color the light source, and control exposure. My ambient occlusion filter is used on the image/height initially, saved then used the result as the image into your filter, using the same height map, where I have your filter generate it's stuff and simply use an add component to combine the two. Pretty good huh? I love Qbert.

Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
jitspoe
Posts: 187
Filters: 27
Qbert 3.0? Looks like it's still a little rough around the edges... literally. smile:)
  Details E-Mail
Betis
The Blacksmith

Posts: 1100
Filters: 73
Yeah I think that's due to jpeg compression artifacts or something, but then again it gives it a little realistic feeling hehe
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
jitspoe
Posts: 187
Filters: 27
Kind of looks like a giant stack of pool cue chalk. All we need now is radiosity. smile:)

I'm not sure I understand the need to render AO separately. Are you doing that in a different program or something?
  Details E-Mail
Betis
The Blacksmith

Posts: 1100
Filters: 73
Funny you mention that. I made my own filter to do AO to save render time, but then I combined them because the light math was actually incorrect, and my AO filter was really fast (2 seconds for a full 1080p image). It looks better now and is about 50x more convenient hahaha. I'm working on an "export HDR" filter that clamps all positive values to 0-1. That's the easy part ( x/sqrt(x^2 + 1) ), but I need a formula that will reconvert those numbers into their original HDR values.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4037
Filters: 59
Oh man, this is awesome!
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
SpaceRay
SpaceRay

Posts: 6210
Filters: 12
Interesting and useful effect!!

Quote
Sphinx wrote:

This filter is much welcome - I will return with further comments when I understand what the heck is going on in there - good work!


YES, exactly, this is the same as I am thinking and I agree with you smile:)
  Details E-Mail

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

15,375 Registered Users
+8 new last day!

112,621 Posts
+5 new last day!

10,102 Topics
+16 new in 7 days!

Online Users Last 15 minutes:

17 unregistered users.

Recent Wiki Edits:

Follow filterforge on Twitter