This is not a bug. This is named "colored shadows" feature. However, with the flowing water it looks like pretty weird and I don't know at all whether there is a such phenomen in the nature as "colored shadows" casted by translucent objects in real?
Trying to implement Shadow Mapping
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Re: Trying to implement Shadow Mapping
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Re: Trying to implement Shadow Mapping
There certainly is, stained glass windows in churches (or secular buildings) are a very good examples of this phenomena.
Searching for 'stained glass shadows' will give you plenty of examples.
Re: Trying to implement Shadow Mapping
Yes coloured shadows are real.Andrey01 wrote: ↑ This is not a bug. This is named "colored shadows" feature. However, with the flowing water it looks like pretty weird and I don't know at all whether there is a such phenomen in the nature as "colored shadows" casted by translucent objects in real?
What I meant to say was, the fact that flowing water casts coloured shadows and water sources don't is a bug
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Re: Trying to implement Shadow Mapping
Are there plans to make light sources affect the shadow map?
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Re: Trying to implement Shadow Mapping
Hi all!,
The "colored shadows" is actually a light propagation through colored translucent objects and obviously it's not realistic just an approximation.
You are right it must not be cast by water but right now we don't have a way to avoid this. And btw most of MC shaders that implement that also have "blue shadow" through water.
And about the glitches on "colored shadow" through animated sprites they seem to be a filtering issue. I'll take a look on that.
There is a reported issue in github about that.
The "colored shadows" is actually a light propagation through colored translucent objects and obviously it's not realistic just an approximation.
You are right it must not be cast by water but right now we don't have a way to avoid this. And btw most of MC shaders that implement that also have "blue shadow" through water.
And about the glitches on "colored shadow" through animated sprites they seem to be a filtering issue. I'll take a look on that.
Light sources already affect shadows, but not enough I think.
There is a reported issue in github about that.
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Re: Trying to implement Shadow Mapping
Let me clarify: will light sources ever cause objects to cast shadows?I get that they override shadows cast by the sun, but they don't cause shadows to form.
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Re: Trying to implement Shadow Mapping
Aps, ok. I got you now.
There is no short term plans to implement that. Mostly because, in order to do it, we need to make a shadow map (at least) pass for every light. And that is completely unfeasible with the current status of the engine.
Sorry.
Anyway, I'll keep your suggestion in mind for future improvements.
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Re: Trying to implement Shadow Mapping
Ok, thanks.
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Re: Trying to implement Shadow Mapping
I can't believe you got that merged. Judging from the screenshots I've seen, it looks amazing. Thanks to anyone who made this possible!
I can't wait before trying it, but I have no access to a computer for the moment.
I can't wait before trying it, but I have no access to a computer for the moment.
Just realize how bored we would be if the world was perfect.
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Re: Trying to implement Shadow Mapping
It really is amazing. I know there's people picking out minor issue here and there and it may be polished slightly in future, but from the screenshots it makes such a big difference. Stuff like this that would bring me over to the 'engine over game' side. The best thing about it is - if you don't like it, or can't run it on your device...it's still totally optional. It gives more choice, freedom and power to experiment and create. You can see that from the screenshot thread.Gael de Sailly wrote: ↑Sun Jun 13, 2021 15:56I can't believe you got that merged. Judging from the screenshots I've seen, it looks amazing. Thanks to anyone who made this possible!
I can't wait before trying it, but I have no access to a computer for the moment.
I almost think it would warrant a point release, maybe 5.4.2 to let more people experience it without compiling it themselves. It doesn't seem like it would break anything for those playing Minetest without shadows.
As other people have been saying...it'd be great is water shaders were next (or...you know...coloured light 😂).
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Re: Trying to implement Shadow Mapping
Point releases must only contain bug fixes. Dynamic shadows aren't a bug fix :Pfreshreplicant wrote: ↑Sun Jun 13, 2021 18:05I almost think it would warrant a point release, maybe 5.4.2 to let more people experience it without compiling it themselves. It doesn't seem like it would break anything for those playing Minetest without shadows.
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Re: Trying to implement Shadow Mapping
(Shhh... it's a bugfix helping the common bug commonly known as "Minetest is ugly" :D)rubenwardy wrote: ↑Sun Jun 13, 2021 18:19Point releases must only contain bug fixes. Dynamic shadows aren't a bug fix :P
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Re: Trying to implement Shadow Mapping
Amazing! Thank you Liso! I really love the player/mob shadows, and really love how dropped items feel more like an actual thing in the world, since they're affected by shadows!
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Re: Trying to implement Shadow Mapping
can cloud shadows be added ?
I love it when such HUGE shadows wander over the earth, when the clouds move overhead ^^
I love it when such HUGE shadows wander over the earth, when the clouds move overhead ^^
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Re: Trying to implement Shadow Mapping
I think Cloud shadows would be cool. Also maybe make particles affected by shadows? And also non-natural light to make shadows to. I use medium quality by the way, so I don't know if some of these things have already been added.
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Re: Trying to implement Shadow Mapping
you mean fireflies or torches?StarNinjas wrote: ↑Thu Jun 17, 2021 20:43[...] And also non-natural light to make shadows to. [...]
HELL YEAH !
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Re: Trying to implement Shadow Mapping
I get this error:
I have built MinetestMt as told in the README, also with what am I doing wrong?
Code: Select all
-- *** Will build version 5.5.0-dev ***
-- Looking for IRRLICHT_VERSION_MT
-- Looking for IRRLICHT_VERSION_MT - not found
CMake Error at CMakeLists.txt:94 (message):
Irrlicht found, but it is not IrrlichtMt (Minetest's Irrlicht fork). The
Minetest team has forked Irrlicht to make their own customizations. It can
be found here: https://github.com/minetest/irrlicht
Building the client with upstream Irrlicht is no longer possible.
-- Configuring incomplete, errors occurred!
See also "/home/***/Downloads/minetest-shadowmap-CSM/CMakeFiles/CMakeOutput.log".
See also "/home/***/Downloads/minetest-shadowmap-CSM/CMakeFiles/CMakeError.log".
make: *** Es wurden keine Ziele angegeben und keine „make“-Steuerdatei gefunden. Schluss.
Code: Select all
make install
My English is not so good, because I am german
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Re: Trying to implement Shadow Mapping
There were changes in the compilation process, so since I follow these steps:qawsedrftgzh wrote: ↑Wed Aug 04, 2021 16:46I get this error:I have built MinetestMt as told in the README, also withCode: Select all
-- *** Will build version 5.5.0-dev *** -- Looking for IRRLICHT_VERSION_MT -- Looking for IRRLICHT_VERSION_MT - not found CMake Error at CMakeLists.txt:94 (message): Irrlicht found, but it is not IrrlichtMt (Minetest's Irrlicht fork). The Minetest team has forked Irrlicht to make their own customizations. It can be found here: https://github.com/minetest/irrlicht Building the client with upstream Irrlicht is no longer possible. -- Configuring incomplete, errors occurred! See also "/home/***/Downloads/minetest-shadowmap-CSM/CMakeFiles/CMakeOutput.log". See also "/home/***/Downloads/minetest-shadowmap-CSM/CMakeFiles/CMakeError.log". make: *** Es wurden keine Ziele angegeben und keine „make“-Steuerdatei gefunden. Schluss.
what am I doing wrong?Code: Select all
make install
Code: Select all
$ git clone https://github.com/minetest/minetest.git
$ cd ./minetest/lib
$ git clone https://github.com/minetest/irrlicht.git irrlichtmt
$ cd ..
$ cmake . -DRUN_IN_PLACE=1
$ make -j$(nproc)
Re: Trying to implement Shadow Mapping
hi liso . I can tell that you are the architect around this place. and the people like your vision. but you are held back by bearucrats on the git hub kind of like in the ayn rand book. I am also working on a "jewel" of mine test graphics like this . it is a spherical harmonics lighting shader that will be applied to all entities. but I wanted to run it by a graphics minetest expert first . not because i dont know how. but I can tell that you are laying down the germ of the coding engine that will flower into its new maturity . so I didn't want to under mine that . I am reaching out in this thread to discuss how this will interact with your plans for self shadowing and also ray tracing bounces (like minecraft RTX) .
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Re: Trying to implement Shadow Mapping
Thank you for your words. I sent you a priv msg.ywwv wrote: ↑Fri Aug 20, 2021 11:08hi liso . I can tell that you are the architect around this place. and the people like your vision. but you are held back by bearucrats on the git hub kind of like in the ayn rand book. I am also working on a "jewel" of mine test graphics like this . it is a spherical harmonics lighting shader that will be applied to all entities. but I wanted to run it by a graphics minetest expert first . not because i dont know how. but I can tell that you are laying down the germ of the coding engine that will flower into its new maturity . so I didn't want to under mine that . I am reaching out in this thread to discuss how this will interact with your plans for self shadowing and also ray tracing bounces (like minecraft RTX) .
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Re: Trying to implement Shadow Mapping
There has been silence in this thread, but the work on shadows in Minetest is going on.
I've been closing the outstanding bugs and improving the quality during the fall. Among other things there's ongoing work on shading entities and light-space PSM. The latter looks promising, an intermediate result can be seen on screenshot:
Happy New Year :)
I've been closing the outstanding bugs and improving the quality during the fall. Among other things there's ongoing work on shading entities and light-space PSM. The latter looks promising, an intermediate result can be seen on screenshot:
Happy New Year :)
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Re: Trying to implement Shadow Mapping
Beautiful! Is there a dev download for Windows 10 of this?
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- Andrey01
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Re: Trying to implement Shadow Mapping
You can download it on any platform which Minetest supports and then compile it the Windows` mingw compiler.StarNinjas wrote: ↑Sat Feb 05, 2022 22:16Beautiful! Is there a dev download for Windows 10 of this?
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Re: Trying to implement Shadow Mapping
It would have been more helpful to just say no, because he's asking for a binary version, than to give bad advice about compiling Minetest in Windows. You need Visual Studio to compile under Windows. Yes, this sucks. But compiling on Windows either sucks because you have to use Visual Studio or because you try to use MinGW which is an even worse compiler. Sources: Personal experience of having actually compiled Minetest under Windows, the README for Minetest which tells you to compile with VS, and having developed small C programs with MinGW only to realise its ancient code which has got basically no features or support in comparison to MSVC.Andrey01 wrote: ↑Wed Feb 16, 2022 10:45You can download it on any platform which Minetest supports and then compile it the Windows` mingw compiler.StarNinjas wrote: ↑Sat Feb 05, 2022 22:16Beautiful! Is there a dev download for Windows 10 of this?
StarNinjas: You'll have to compile from source if you want to try it. You can follow some advice I recently posted about fetching another remote, but apply it to the branches in the PRs given above. After that, follow the advice in Minetest's README about how to compile for Windows. You'll need Visual Studio which is gigabytes and gigabytes in size, but seriously, there's no other option. Good luck!
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