Jump to content
  • Advertisement
Sign in to follow this  

Light shafts again!

This topic is 3172 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I've been trying to hack together some volume lighting into my game and it mostly resembles this method: http://developer.amd.com/media/gpu_assets/Mitchell_LightShafts.pdf That method gives surperior results and I'd like to try it, but am unsure of some things. If anyone can clarify, it would be greatly appreciated. From my understanding, either there are a bunch of depth maps stored for different sample planes that are used as textures or the planes are rendered and basically shadow mapped. How are the plane oriented? If they are oriented to the light(which would perfectly fit the furstum) then when you view the volume from the side, any perpendicular planes will not be visible, and leave a gap in the volume. This is the problem I'm having now. Plus when they're blended together, it's very hard to notice the shadows cast in the volume. In the sample pictures, with 15 planes the volume still looks amazing, but the casted shadow just seems to suffer. How is it looking that good with only 15 planes. I wouldn't think blurring could cover it up that well.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • 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!