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#ActualKryzon

Posted 04 July 2013 - 09:19 PM

I like the way the shadows in Naughty Dog's "The Last of Us" are unified.

That is, the actors' and environment's shadows merge together like they're supposed to.

Most games just place lightmaps on the environment and then dynamic shadows from actors blend over them - that is, they further darken the lightmaps.

This is unrealistic, since both these shadow representations come from the same light source and should merge together instead of darkening one another.

 

Based on the "low-resolution" appearance of the environment shadows in this game, I can assert that they're not lightmaps but actual static shadow maps that are rendered in most likely the same pass as the actors' shadows so that they merge together.

There are most likely other lighting contributions involved in the sophisticated visuals for this game, but static shadow maps for the environment are participating.


#1Kryzon

Posted 04 July 2013 - 09:18 PM

I like the way the shadows in Naughty Dog's "The Last of Us" is unified.

That is, the actors' and environment's shadows merge together like they're supposed to.

Most games just place lightmaps on the environment and then dynamic shadows from actors blend over them - that is, they further darken the lightmaps.

This is unrealistic, since both these shadow representations come from the same light source and should merge together instead of darkening one another.

 

Based on the "low-resolution" appearance of the environment shadows in this game, I can assert that they're not lightmaps but actual static shadow maps that are rendered in most likely the same pass as the actors' shadows so that they merge together.

There are most likely other lighting contributions involved in the sophisticated visuals for this game, but static shadow maps for the environment are participating.


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