Quote:
Originally Posted by B25Mitch
Hi everyone. I see there's been some discussion about the gap in shadows, close to the base of the object casting them.
This is an inherent limitation of texture-projection type shadowing. Here is a quick example I did in Blender, also using a low-resolution texture projection shadow:
Notice how the light creeps underneath the wall (yes, the wall is attached to the ground). This can be reduced using a 'bias' factor, however this of course will drain more resources from the system. The simple fact is that this sort of effect will always be present to some extent when using texture-projection shadowing.
Now take another look at the first screenshot. The planes that are further away have a worse gap in the shadow and lower shadow map resolution than the plane in the foreground. This indicates that the team are well aware of the issue and have done everything they can to minimize it.
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Quote:
Originally Posted by Skarphol
Thanks for your explenation Mitch! I found that gap in the shadow peculiar. As this gap has not been seen on other pictures, I guess the problem occures when the light hit the joining of those to surfaces at very special angles.
Skarphol
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It has shown up in quite a few of the earlier pictures. I've noticed it quite a lot. It shows where the aerial mast joins the fuselage (look at the big/close 109 screenshot in this weeks update), and on exhaust covers for example. You can see it on an opened spitfire door, and under the Hurricane tail too.
It looks like they (understandably) try to avoid taking screenshots from certain angles because of it.
Aerial and 'floating' engine intakes:
Exhaust cover and tail: