Jump to content
  • entries
    42
  • comments
    135
  • views
    41803

New Plants & Shadows

Sign in to follow this  
lawnjelly

1029 views

I've been working hard the last week.. firstly I put all the plants so far in the same blender file so I could render all the frames out in an automated fashion rather than manually. It was becoming ridiculous that everytime I wanted to tweak the lighting / depth export I'd have to redo all the files manually. The new process is much easier, I have them all lined up on a stage and move it along as each plant is rendered. Takes about 45 mins but I can go off and make a cuppa.

Here they are all lined up in blender:

backgrounds.png

And here's how I've been making the plants, using ngplant. I gather there is a sapling plugin for doing this in blender, but it seems a bit more time consuming to use than ngplant. I just put in a few branching parameters, load in some leaf textures, then export it as an .obj, then import into blender and fixup the materials. Could be a little quicker with the materials but it's not bad, I can do a new plant in circa 30 mins.

ngplant.png

The depth buffer render was a bit tricky to setup in blender, I used the composite node editor, then everything is run through an external tool to downsize the renders, and batch them up into spritesheets.

Once the new plants were working I finally had a go at getting shadows working again. Having a couple of weeks off from the renderer is really bad for forgetting how it works, but I managed to get the depth write shaders writing a shadow map, and using that to do PCF shadows as each row / column comes into view in the scrolling system. It's a little complex because the view angle for the shadow render is different to the main scrolling system, but it seems to work (just about!). I may end up having 2 long thin frame buffers for the shadow map for horizontal and vertical columns and rows (to save on fill rate) but it's a trade off as I'd have to submit all the geometry twice. For now I'm just using a 360x360 ish shadow map and blurring it loads, as I don't really need sharp shadows.

And here it is all put together (just random map):

Sign in to follow this  


3 Comments


Recommended Comments

Thanks guys. I've got the dynamic shadows working too now, but I might have them switchable or change the dynamic implementation because the PCF version has so many texture reads.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!