TrabantDeLuxe wrote:Hi Wayne,
First of all, impressive work. I never knew that we where able to compile our own shaders. Would it be possible for you to do a bit of a write up of the changes?
I've tried your patch, and probably due to my low shadow settings (I'm running a Core2Potate E6600, 6GB ram and a GTX275, so anything else kills FPS...), and the result sadly is the dreaded banded shading. I suppose this is not a bug.
Unfortunately i have to report the same problem.
Yesterday night i was too impressed by the shadow side to look at the bright side.
It affects the terrain too but only at a distance.
My rig is composed by an AMD 8350 and an AMD Radeon 7970 gigahertz edition with 16.8.3 drivers. Full HD and win 7 64bit.
I have checked some of my 3Ds and the only objects unaffected by the black bands are the 3D sleepers placed as middle object in the loft blueprints.
I'll see if i can find some differences.
Wow, would I be correct in saying your models textures don't currently have the ambient occlusion used within them? The difference between to two shots is amazing because of the difference represented, it's as if you no longer need to worry about baking AO maps to bake textures off anymore.
I'm using 3Dcanvas 7.12, which has no shadow backing option and, even thou i defined a custom shadow map for some of my 3Ds, i never achieved something as good as the SSAO of the modified shader.