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Reflex --> Shadow Map ?

Started by GHeTTo_RaceX, July 31, 2014, 04:40:33 AM

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GHeTTo_RaceX

Hey guys,

Do you have some informations about the Shadow Map in DE? In the Wiki it talks about just importing the dispmap. Shouldn't I import a rendered map (like the chromlum map)?

Thanks.

GHeTTo_RaceX

al167

its weird. in reflex there is some lighting that  hasn't yet been figured out. animated or moving objects like haybales should cast shadows dynamically and automatically in game(they do in the stock tracks) but for some reason they don't in our custom tracks.
but in saying that most of the static object shadows are baked on to the crom-lum alpha channel image.
see the car park on the lower left has all the car shadows baked on.

there is a way to do it by importing all the models into something like povray or 3ds max and baking the shadows onto the crom-lum(Jamie T does this), but its very advanced. if its something like a just a shadow for an over/under bridge that's needed you can guess quite easily, but for bales its hard.

it would be nice if we got those "moveable object shadows" going and it would be perfect if DE auto generated the crm-lum alpha channel map with the static object shadows.  but that would be a huge project in its own.....



GHeTTo_RaceX

Thanks al167,

In the past we were able to render objects shadows using the Unleashed Editor. It would be cool to have this kind of option in DE.

Concerning my initial question I was asking about the map called Shadow volume map in DE. I know think it has to be the same map than the crm. (the image you posted is a crom_lum alpha channel, right?)

What I'v understood is that the crm map is used to adjust the brightest/dry/light effect on the textures. I'm wondering what the shadow volume map is for? Maybe to help to see the shadows on the track?

JamieT

The shadow volume map is like a height map.  The parts that are higher than your disp map will create a volume of space that is in shadow when you ride through it.  This is useful for when riding under a bridge for example.  Nationals are the only tracks which a shadow volume map.  Supercross tracks use a slightly different image to do shadows, as there is never one single light source - it comes from all directions.

The custom tracks we build were based off a national, so therefore we only have access to the shdow volume map.  Unfortunately it isn't working at the moment, I've tried many things with the light settings that I thought might enable it.

Lighting for Reflex is general is very unusual compred to the previous games.  The lighting on your terrain is only controlled by the Sphercial Light map.  Everything else uses a multitude of lights and settings.  Getting all these in sync requires a bit of work.

GHeTTo_RaceX

Thanks for your answers guys. It helps a lot !

DirtTwister

#5
I just use my displacement map as the Shadow Map until some better option comes along. 

Looking at the Disp Map/Shadow Map of Grassland you can see why those tracks really tax lower end PC's.

Grassland Displacement Map:



Grassland Shadow Map:



Grassland Shadow Map Closeup: