Author Topic: Questioning Shadows and Shaders  (Read 1244 times)

anti-aliasing is necessary for this game

They do seem to look a bit different. Look at this picture.

Notice how the bricks almost seem translucent(partly transparent), like the light is seeping though the bricks. There are also multiple levels of shadow brightness as seen on the ground.


Maybe that's just how some of the shadows looked in it's more early stages of development

Looks to me like they were testing faking subsurface scattering.

When the shadows first got added to the game, they were blurred and looked kinda similar to the pictures

I don't recall exactly why they changed it

anti-aliasing is necessary for this game
Yeah, I have it set to 4x it looks real nice. Anti Aliasing doesnt help with shaders though.

Looks to me like they were testing faking subsurface scattering.
Subsurface scattering eh? Is that what it's called...

It looks so awesome!

Looks to me like they were testing faking subsurface scattering.
What

What

Without SSS only the very top of the head would be lit, that crescent shape. Simulating real SSS in real time takes a lot of resources so I assume they tried faking it somehow.


When the shadows first got added to the game, they were blurred and looked kinda similar to the pictures

I don't recall exactly why they changed it

It was an FPS killer, since it required 4 drawing passes to render the shadows.  What we have now is a compromise after almost nobody was able to run max S&S.