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Cascaded Shadow Map far plane

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Does changing the far plane affect all the calculations of the splits, and if so what else besides the far plane would I need to change if I start with a far plane of 200? Because at 200 the shadows are fine, but at less than 200 the shadows get a overdraw? if that is the correct word I am looking for. Thanks

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Hi,
can you elaborate what you mean with far plane ... do you mean the view frustum far plane?

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Quote:
Original post by wolf
Hi,
can you elaborate what you mean with far plane ... do you mean the view frustum far plane?


Hi Wolf,

I have the far plane for my view frustum and the splits set to the same, as per the Nvidia demo, which uses 200 as a value, but I would like to move it into about 70 or so. From the looks of it objects that are still rendered on the all sides of the frustum when the farplane gets smaller get artifacts that show up in the shadows.

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I don't know the NVIDIA demo. Sorry can't be of any help. I will definitely look into it now to see how they did it.

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I remember some demos of CSM/PSSM I looked at had stuff hardcoded into it. In the case of the Nvidia demo, a quick search for 200 shows that they've got the far plane hardcoded in shadowCoef() in shadow_pcf_trilinear_fragment.glsl. Are you testing with pcf? You should be able to change that to a shader constant and play with the far plane all you want.

Brian Richardson
http://bzztbomb.com/noise/

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Why would my terrain shadows, self shadowing, get areas on the shadowmap that disappear, so the shadow is broken up, but after I move around enough they fill back in? Is this have anything to do with the splits?

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