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Posts Tagged ‘blender2crystal’

Setting up the scene

Before developing the new render manager (RM) for opacity shadow maps (OSM) I built a scene that can show the difference between various RM in CS. This scene contains some translucent objects, such as grass and a cloud made out of spheres. I built the scene using Blender 2.49 and exported it via blender2crystal.

Here is the scene rendered by 4 different RM:

  • unshadowed – this is the default RM in CS, and it renders the scene without any shadows

  • shadow_pssm – a parallel split shadow map implementation (PSSM), which is the only shadow RM present in CS

  • osm – a prototype of what I am going to implement, which is just a striped version of the unshadowed RM at the moment

As a side note PSSM are basically the same thing as Cascaded Shadow Maps (CSM), which I also wanted to implement for this project because they use multiple shadow maps and rendering positions, similar from this point of view to OSM. However, because they are already implemented I went directly to writing the OSM RM.

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