CompuServe Thread

#SeaQuest DSV

12 messages in this thread
#87808From: Grant BoucherAug 10, 1994 3:48 PM
You can use a clip map on top of a transparency map to cast shadow maps, since shadow maps work with clip mapping. Just remember that the clip map is harsh edged,but the soft edges of shadow-mapping should make up for it.
#87831From: GREG TEEGARDENAug 10, 1994 9:57 PM
Gee…. thanks for tip. I never would have thought of that one. Greg Teegarden – Amblin Imaging "It's hard to believe you work in the same building as I do." <g>
#87839From: John GrossAug 11, 1994 12:44 AM
Why would you want to place a clip on top of a transparency? Pretty much defeats the purpose of raytracing through a transparency map – you get varied transparent shadows which is not possible with a shadow map. John Gross – Amblin Imaging "It's hard to believe grown-ups say this for a living."
#87866From: Erik FlomAug 11, 1994 3:11 PM
John: PMFJI, but I've been reading the thread, and here's my $.0002: Here's a _really_ cool tip to get shadows with varying brightness: Use an image processing program, and render out a B&W HALFTONE version of the greyscale transparency map you want to use at the resolution of your shadow map. When you use the HALFTONE as a clip map, the fuzziness of the Shadow Mapped light will blur the halftone into a decent greyscale. I've used this technique to cast B&W images onto a scene. It can be used for many interesting effects (like tree shade, etc.) (It's kind of like a slide projector, with the image as the clip mask.)
#87911From: Arnie CachelinAug 12, 1994 10:52 AM
Cool trick! a Dear John letter fer sure! What type of dithering works best for your halftone image?
#87934From: Erik FlomAug 12, 1994 3:11 PM
I've used F-S, and Stucki. Both dither patterns are nice and smooth, with little artifacting.
#88031From: John GrossAug 14, 1994 4:04 PM
That's sounds pretty cool… I'll have to try it. JG
#87925From: Grant BoucherAug 12, 1994 1:18 PM
>Why would you want to place a clip on top of a transparency? Pretty much >defeats the purpose of raytracing through a transparency map – you get >varied transparent shadows which is not possible with a shadow map. >John Gross – Amblin Imaging >"It's hard to believe grown-ups say this for a living." This trick allows you to use shadow-maps with transparency mapped objects…that was what he was looking for… :}
#88029From: John GrossAug 14, 1994 4:04 PM
>This trick allows you to use shadow-maps with transparency mapped objects…that's what he was looking for.. But what you described isn't using a shadow map with a transparent object, it's using a shadow map with a clip object which just happens to be hiding a transparent object (useless to have the transparent one then). I think he wanted to be able to cast transparent varying shadows, but with a shadow map which is not possible…
#88071From: Grant BoucherAug 15, 1994 1:26 PM
> I think he wanted to be able to cast transparent varying shadows, but >with a shadow map which is not possible… It's been so darn long since the original post, I don't know WHAT he wanted to do :} You are correct, of course, but if all he wanted was soft-edged transparency mapped shadow maps, the clip map trick will work, but you certainly won't get the level of results you would by raytracing the light source through the transparency.
#88095From: Paul GerhardtAug 15, 1994 7:06 PM
Grant, & John, It has been fun watching (and helping 😉 ) this topic drift! What "he" (me!) wanted was simply to achieve the most realistic appearance of being underwater. I found that applying the "Essence Caustic texture" (remember I'm using Imagine 3.0 not LightWave) directly to objects was less convincing than it could be for three reasons. First the texture just applies a specified color to an object. By applying white at about 20% you can lighten the object's original color, but NOT in the same way adding additional light would. And second, the texture is "stuck to" the object. So while it changes through time it also moves along with the object. In life the changing underwater light patterns are stationary and moving underwater objects move through them. This is a subtile one, but I'm very picky! 😉 Finally if you are not VERY careful with the texture placement and axis size the caustic effect will start showing up where it should not – like on the bottom of the objects! By applying the caustic texture (now affecting transparency rather than color) to a "light shield" and lighting the whole scene through it, ALL these problems are eliminated. It works wonderfully, at the expense of having to go full trace. 🙁 This is the tip John gave me during a earlier discussion about the SQ DSV episode about the minisub race. In that episode there were shots that showed the sub, the bottom, AND the underside of the surface. All lit and looking right! With this as inspiration I was determined to create the same level of accuracy on my effect. Although I have not yet played with color, specularity, and lighting of the "light shield" so that it also looks like the underside of the surface (any hints John? 😉 ) I plan to!
#88282From: John GrossAug 18, 1994 10:40 PM
RE: Light shield colors I can't remember exactly what the colors were, but they were some shade of blue I would guess. 🙂 We also let the underside of the water surface fade into fog colors of sky… JG