Latest light Activity
![Shadow problem in directx11](https://uploads.gamedev.net/forums/monthly_2024_12/medium.60556fc1c2c24a90af429c8004b380de.изображение.webp)
@MitsubishiMagna Forget, I solved the problem
After this line → float2 shadowUV = lightPos.xy * 0.5f + 0.5f;
I should been write this → shadowUV.y = 1 - shadowUV.y;
![PointLight troubles in directx11](https://uploads.gamedev.net/forums/monthly_2024_11/9c32006d288a43d4bc0c313890eeab7e.изображение.png)
I solved the problem, my normals was incorrect
![Light and Shadow](https://uploads.gamedev.net/blogs/monthly_2023_04/large.b1de645be4234df7af72550bdc8a8a5a.lightAndShadow.png)
I managed to separate each level into a scene. That makes it possible to bake light and occlusion into the scene. I had some problems learning which parameters work best.
The baking time was a marginal issue because my own computer only has a GTX1080 installed.
The next…
![Making soft, blobby lights](https://uploads.gamedev.net/forums/monthly_2022_05/84c4b706501f4d6c87d7d6e1dd529f91.blobLightsMax.png)
@JoeJ Ah, sorry--it looks like we replied at pretty much the same time!
Indeed, if the approach given by a light breeze, above, turns out to not work in some case, then what you post looks like it might well be worth investigating. Thank you! ^_^
![DevBlog 23 - Light Speed VFX, Player Slow Motion, and Asteroids](https://uploads.gamedev.net/blogs/monthly_2022_04/large.1881f6882aaf4ff3b8f0da10f31457e5.sa_vid23_thumbnail.jpg)
The Space Jump effect is pretty simple when looking at its individual components.
Previously I created a 3D star field for the environmental rendering.
I use the 3D locations of these stars in the effect.
When the effect starts, I start cranking up the light emitted for each star.
This is done by just …
Key_C0de said:
I have already implemented shadow mapping for 1 light source in a way that is satisfactory to me. I was in search of a way to expand this, by using multiple shadow casting lights and just have them “add” their contributions to the finalColor of the final Pixel Shader. How do I do this…
I've been reading the document of UE4 about shadow.And it refer to a term called per-object shadows in the section of stationary lights.I just confused about what the exactly meaning of per-object shadows.Is it a kind of method just like cascaded shadow map?I've searched nothing about it…