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Re: Shadow Mapping in Source

PostPosted: Thu Jun 06, 2013 11:03 pm
by Botolf
After much grappling with command prompts and the like, I got the shaders to compile again. Issues sorted. Cheers!

Re: Shadow Mapping in Source

PostPosted: Wed Jun 26, 2013 12:54 pm
by NooBster
MrTwoVideoCards wrote:Water is not supported in deferred.

Is it not supported completely? Or water can be fixed?

Re: Shadow Mapping in Source

PostPosted: Thu Jun 27, 2013 12:59 am
by Botolf
Cheap water works, but the fancy dynamic reflections/refractions water doesn't.

Re: Shadow Mapping in Source

PostPosted: Mon Jul 01, 2013 7:47 pm
by DmitRex
Just checked the deferred stuff out and noticed a bug: when I enable light_deferred_global it works fine in open areas, but closed areas, which must be completely dark, also have light and even shadows going from nowhere. Any fix of this or it still not supported?

Re: Shadow Mapping in Source

PostPosted: Mon Jul 01, 2013 8:23 pm
by MrTwoVideoCards
NooBster wrote:
MrTwoVideoCards wrote:Water is not supported in deferred.

Is it not supported completely? Or water can be fixed?


You'd have to do it an entirely different way and hook up the new deferred rt's for the reflection/refraction. Or you could probably so some vector maths for the players camera and do screen space reflections instead, and just warp the framebuffer underneath.

DmitRex wrote:Just checked the deferred stuff out and noticed a bug: when I enable light_deferred_global it works fine in open areas, but closed areas, which must be completely dark, also have light and even shadows going from nowhere. Any fix of this or it still not supported?


Totally a bug, I think it's how bio has written the culling bit for that. Basically if you're not encasing your map in a surrounding skybox you'll see shadows leaking through the back faces of nodraw and nonexistant faces vbsp automatically removes during compile.

I am not sure if anyone plans to fix, but it certainly is a problem in properly optimized maps in terms of excess skybox space.

Re: Shadow Mapping in Source

PostPosted: Tue Jul 02, 2013 11:23 am
by DmitRex
Thanks for the reply. One more issue: a room fully isolated from light (must be 100% dark) have ambient color and to make it dark again I need to set ambient color to black, but in that case other areas will look ugly.

Re: Shadow Mapping in Source

PostPosted: Mon Jul 15, 2013 1:55 am
by Botolf
DmitRex wrote:Just checked the deferred stuff out and noticed a bug: when I enable light_deferred_global it works fine in open areas, but closed areas, which must be completely dark, also have light and even shadows going from nowhere. Any fix of this or it still not supported?

With angled light of this sort, you have to create an opaque shield (use displacement for better results than brush) that comes in between the source of the light and the given closed areas. Think of it as ground or as a roof, even if the player by all rights can't see it. You can still nodraw all of your complicated surfaces and the like, just make sure to put one really, really simple shield in between all of that and the light source.

As to your second issue, could you not create a for-purpose deferred light inside the room that emits a solid black light?

Re: Shadow Mapping in Source

PostPosted: Tue Aug 13, 2013 4:19 am
by Ken Chan
Image
*I'm using Global Light entity here*
I ran into a problem that the skybox will act weird when I have env_global_light on, do anyone know how to fix it?

Re: Shadow Mapping in Source

PostPosted: Thu Aug 15, 2013 1:29 am
by Botolf
Do you have a skybox name defined in your map settings?

Re: Shadow Mapping in Source

PostPosted: Fri Aug 16, 2013 5:07 pm
by Ken Chan
I do have skybox in my map.

I only have the problem with skybox left :(

Re: Shadow Mapping in Source

PostPosted: Fri Aug 23, 2013 11:51 am
by levan563
Ken Chan wrote:I do have skybox in my map.

I only have the problem with skybox left :(


Nice work Ken, problem with sky box still dont fix?

Re: Shadow Mapping in Source

PostPosted: Sun Sep 08, 2013 3:59 am
by jimonions
just a quick question is colour correction working for this?

Re: Shadow Mapping in Source

PostPosted: Sun Sep 08, 2013 4:57 am
by Gary
Hey, could someone working on the deferred project please make a dedicated thread? I tried splitting this thread but ran into issues.

Re: Shadow Mapping in Source

PostPosted: Sun Sep 08, 2013 5:22 pm
by Hollow
Oh god, I'll see if me and Cory can whip something up later.

Re: Shadow Mapping in Source

PostPosted: Sat Sep 28, 2013 11:27 am
by Sandern
Hollow wrote:Oh god, I'll see if me and Cory can whip something up later.

"later"

I've now been working on mixing lightmaps and swarm-deferred and tested it on a decompiled Dota 2 map:


The lighting from the global deferred light and lightmaps are mixed using darkening and regular deferred point/spot lights are added in separately.

I also have a video of it on my own mod maps, where the effect is a bit more subtle (just gives nice shadows :)).