Pericolos0 Posted November 3, 2008 Report Posted November 3, 2008 i agree on the shadows, but i don't really know how to solve it, unreal3 doesn't render alpha shadows . I'm going to try and hide the shadow errors as much as possible . I tried getting some more color in the composition, what do you guys think? Quote
JeanPaul Posted November 3, 2008 Report Posted November 3, 2008 Why does that support below the bridge look like its popping out? It looks like you added it in photoshop Quote
-HP- Posted November 3, 2008 Report Posted November 3, 2008 What support below the bridge?! Anyways, so far so good dude, good work. Quote
Sentura Posted November 3, 2008 Report Posted November 3, 2008 color yes, those support things no. Quote
JeanPaul Posted November 4, 2008 Report Posted November 4, 2008 My perspective was off sorry, but I do agree, it needs more color. Oh and what are these? Quote
dux Posted November 4, 2008 Report Posted November 4, 2008 the eagle heads are entities or whatever you want to call them in UnrelEd Quote
D3ads Posted November 4, 2008 Report Posted November 4, 2008 Unreal 3 doesn't render alpha shadows?!! Epic epically fails Quote
PogoP Posted November 4, 2008 Report Posted November 4, 2008 Wow dude that looks amazing. I love the subtle use of colour. Quote
aevirex Posted November 4, 2008 Report Posted November 4, 2008 Unreal 3 doesn't render alpha shadows?!! Epic epically fails Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also. Quote
Buddy Posted November 4, 2008 Report Posted November 4, 2008 Unreal 3 doesn't render alpha shadows?!! Epic epically fails Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also. X-Ray is able to render them and is supporting deferred shading Quote
Skacky Posted November 4, 2008 Report Posted November 4, 2008 The blue things dux calls eagle heads are in fact Titan heads (a badass monster from the depths of Unreal 1 ). These are entities, called Actors in Unreal Speak. By the way your level is awesome mate, you got a great atmosphere with it. I agree with JeanPaul on the support though, it looks a bit out of place. Quote
Pericolos0 Posted November 4, 2008 Report Posted November 4, 2008 Unreal 3 doesn't render alpha shadows?!! Epic epically fails Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also. I only have static shadows :s. The shadows work with realtime lighting though. Also the engine we use at work renders alpha shadows realtime without much trouble, if you can have depth sorting with alpha, you can have shadows.. Quote
arhurt Posted November 4, 2008 Report Posted November 4, 2008 I know that you have to set up compile commands in source to render alpha textures correctly if you want, I don't know how Unreal works but could there be something similar? Quote
aevirex Posted November 4, 2008 Report Posted November 4, 2008 Unreal 3 doesn't render alpha shadows?!! Epic epically fails Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also. I only have static shadows :s. The shadows work with realtime lighting though. Also the engine we use at work renders alpha shadows realtime without much trouble, if you can have depth sorting with alpha, you can have shadows.. And depth sorting requires additional buffers and more passes, which is costy. Also: sorry, I missread D3ads' comment. I thought he was referring to translucency. UE3 can do static soft shadows, hard stencil shadows and sampled (=soft) stencil shadows iirc. Quote
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