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Fim retweeted
also shadowmap lighting is just wow, i hope i can keep the lighting looking this pretty while the build progresses desk and chairs by @reddietheteddy :3
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💬 3Dアバターの影の落ち方にもこだわってるの。ShadowMapの解像度上げたら足元の影がくっきりして立体感が増した! #かなで #VRoid #3Dモデル
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まずい、今日は成果が何も出ていない・・・🫠 URPだと複数DirectionalLightからのShadowMapの併存ができなかった。。。 散々色々試したのにこの仕打ちとは。。。
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My @threejs baked lightmap (really baked shadowmap) baking experiments - half hand rolled, half codex Bakes go through the GPU, it uses the material.lightmap. It mixes dynamic and baked lighting. To disguise the pixelated look, I added a funky experimental screen space mesh and normal segmented blur. IMO it looks weird but cool - like DoF but only on shadows IMO: no point moving forward with shadows, but I'm gonna give bounce lighting a go for hybrid lighting setup I still have a ton of blindspots on 3D in general but I understand maybe ~30% of the ThreeJS core code (huge guestimate) now at a mid-high level - to the point where I feel I can comfortably debug a fair amount of issues prompt for novel solutions by piecing together existing ones.
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Sunscore is live on @Redfin and Georg will give you a tour 🏠☀️ This is the first ever score for real estate to answer how much sunlight a home gets – based on Shadowmap 3D data. Learn more in our latest blog article: shadowmap.org/learn/the-sun-…
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#PropTech ομορφιά Η Redfin εγκαινίασε μια νέα διαδραστική λειτουργία με την ονομασία "Sunscore", η οποία επιτρέπει στους υποψήφιους αγοραστές να βλέπουν πόσο φυσικό φως δέχεται ένα ακίνητο κατά τη διάρκεια της ημέρας! Το Sunscore αναπτύχθηκε σε συνεργασία με την Aυστριακή εταιρεία Shadowmap. geekwire.com/2026/let-there-…
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NTE 桜パーティクル インタラクション Niagaraですかね 描画のCullはちょっと甘め 落ちている状態はContactShadowかと思ったけど、メインビューがCullされた状態で影だけ落ちてるから全部ShadowMap?
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For anyone itnerested, here's what the shadowmap atlas looks like. It's a 4k atlas.
Still working on shadows for local lights. Those candles? - yes, each one has an individual shadow casting light. So, each of the 131 lights in here is shadowed. Shadows are updated each frame on a budget and scoring system. That is - lights that occupy a larger portion of the screen get higher priority, as well as those that haven't been updated for a while. The shadows are atlased, and we resize shadows seamlessly depending on their projected screen area. So if a light is tiny or far away - it might be using as little as 32x32 shadow map, whereas up-close it might be bumped up to 1024. PoT increments.
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hell yeah higher res shadowmap
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Replying to @0_dangerzone_0
ye but those shadows are in shadowmap so they look cooler and less soft
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Replying to @gast1101
Thank you, but it never felt complete , especially specular gi and sky lighting , ds2 hardly has any good cubemaps and most are over bright or just very wrong color, sky lighting I tried vertical down shadowmap and that require me to offset from walls , blur and do things totally vibe based , so I see ppl complain about path tracing like it’s some conspiracy , I don’t they understand what are all hacks and limitations raster has been. I have made compromises here like having only vertex colors in bvh , instead of textures , but game mostly needs reflections for armor , but there is support for meshes with texture mapping needed on water surfaces especially :)
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Replying to @SebAaltonen
I was going to do that, but you lose the ability to trace rays through the shadowmap this way. There's a recent talk by Capcom guys on this, on their Dragon's Dogma 2 I believe. I already have volumetrics implemented, just not at the perf target that I'd like it to be, so I'm holding off on that re-projection optimization. But it's a really compelling idea, my mind was blown when I saw this in your presentation from... 2015 was it? Packing min/max depth into a 32bit atomic is an interesting idea, I haven't thought of doing that.
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The light rays I've been posting lately have literally just been giant particles that sample the shadowmap. Suprisingly effective.
Replying to @sophe_valentine
it's crazy that it works so well cause it's kind of a very dumb approach
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I was messing around with shadows when I realized that the rotation matrix was incorrect. So I used dear imgui to debug the shadowmap rendering. It's fixed... for now? The bias still needs more tweaking to get right... #gamedev #indiedev
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Nathan Cook just became Muay Thai World Champion! 🏆🥊 Nathan Cook's journey isn't just about training harder — it's about better circadian health for more energy and better recovery. Congratulations from the Shadowmap team! 🎉
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Stop guessing where the sun hits your garden. 🌿☀️ Shadowmap lets you plan in 3D — add your shed, fence, trees, and see exactly where light falls across every season before you plant a single seed. 🌱 👉 Start planning smarter now: app.shadowmap.org
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Increasing SSAO kernel isn't going to work, you get very visible screen space artifacts on screen edges. Screen space isn't good enough for large scale AO. We could use some sky-visibility approximation. Distance fields (sphere trace) would require building up distance field from the whole scene, and that takes memory. In a web page total RAM allocation is limited to 1.5GB. Also web page must load fast, so we can't bake big distance fields to disk (server). You could use hardware ray-tracing for it, but WebGPU doesn't have hardware ray-tracing, and we are targeting mobile phones as well. Performance would not be good enough. AC4: Blag Flag had top-down AO. Basically a pre-blurred shadowmap straight from top. Works well with big buildings casting long soft AO. But it's a hack. Not physically correct. And doesn't work in all scenes.
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Replying to @naranciagaming
To model texture shadowmap lightmap whatevermap for every entity in a big ass world... and managing all the outsourcing needed to do this in years and not decades Also pre-production when they don't just greenlit whatever because toxic positivity and stuff
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The UK's #1 Muay Thai heavyweight optimized his training — with sunlight ☀️🥊 Morning sun. Circadian timing. He even used Shadowmap to make sure his home gets morning sun. We helped sponsor the coaching behind this. The results speak for themselves. 🎙️ Full episode below:
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