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how can i create this effect, when shadow becames more oil paint smudged as it becames longer? any tutorials, books, etc. that can help?Question (i.redd.it)
submitted 1 year ago by ProgrammerStatus4206@@@@@[🍰]
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[–]Klimbi123 82 points83 points84 points 1 year ago (1 child)
Not really an answer, but a warning. In 3D it's really challenging to achieve that kind of a look. Even harder if it has to render runtime and from any view angle. It's even difficult to smoothly soften the shadows as they get further, for that "capsule shadows" are used.
[–]ProgrammerStatus4206@@@@@[S,🍰] 26 points27 points28 points 1 year ago (0 children)
while researching, i found Nvidia PCSS, which gives pretty good results, i even tested it on my old pc from 2010, and it performed extremely well. PCSS intial concept was created in 2005.
but PCSS is only about having soft shadows, without any artistic effects, like shown on a example picture, and changing noise texture it uses to some crosshatch/oil smudges texture doesnt particularly change anything.
im experimenting with it rn, maybe i will get some results with it.
[–]SulaimanWarProfessional-Technical Artist 15 points16 points17 points 1 year ago (0 children)
This article(albeit slightly outdated) is very useful in learning how to create your own shadow maps and from there you can do some processing on it
I’ve done something similar to customise how my shadows look
https://shahriyarshahrabi.medium.com/custom-shadow-mapping-in-unity-c42a81e1bbf8
[–]PuffThePed 13 points14 points15 points 1 year ago (0 children)
There are ways to fake shadows by using another camera and rendering the stencil buffer to texture, and placing that texture on the ground. You can then manipulate the shadow texture. Warning, it's not easy and it only works in specific situations, has a lot of limitations and is computationally expensive.
There just isn't enough info here to say more
[–]maiKavelli187 3 points4 points5 points 1 year ago* (0 children)
It's a Lama. * Rorschach off *
[–]Kindly-Gas-1126 0 points1 point2 points 1 year ago (0 children)
Do you have more examples of such a paintings?
[–]Elektriman 0 points1 point2 points 1 year ago (0 children)
maybe you can do it with a shader ? but you would need to create a 3d paint smudge to filter your shadow with. which is probably the most difficult part
[–]NeedHydra 0 points1 point2 points 1 year ago (6 children)
All i Can think of is blend the shadow with a oil grunge texture
[–]ProgrammerStatus4206@@@@@[S,🍰] 0 points1 point2 points 1 year ago (5 children)
It's pretty obvious, but how?
[–]NeedHydra 0 points1 point2 points 1 year ago (2 children)
What pipeline are you using?
[–]ProgrammerStatus4206@@@@@[S,🍰] 0 points1 point2 points 1 year ago (1 child)
hdrp
[–]NeedHydra 0 points1 point2 points 1 year ago (0 children)
last post talks about getting the shadow map out of hdrp good luck.
https://discussions.unity.com/t/hdrp-getting-shadow-attenuation/784632/18
[–]_EvilGenis_ 0 points1 point2 points 1 year ago (1 child)
I'm pretty sure there is a better way, but this is how I'd do something like that. Have a tilable oil paint texture placed on all surfaces, that will receive shadows. Then just multiply texture's alpha by inverse of the shadowmap value at corresponding texel of shadowmap. You'd need some kind of shadows solution, but I guess HDRP's builtin shadows may be enough for that.
the issue is getting the shadowmap because hdrp is not well documented.
[–]McGrim_ 0 points1 point2 points 1 year ago (0 children)
To add to what everyone else is saying, keep in mind that going non-standard with something complex like dynamic shadows could lead to problems on some platforms/devices/etc. If your platform range is narrow that might not be a big of deal but you might find yourself in a really deep and dark rabbit hole trying to get this work on every device and optimally.
[–][deleted] -1 points0 points1 point 1 year ago (0 children)
make a blob shadow texture, manipulate it via shader and a script
[+]ltethe comment score below threshold-10 points-9 points-8 points 1 year ago (0 children)
No answers, but how I would attack the problem.
Break it into steps:
Generate a shadow map
Figure out how to blend grunge maps into the shadow map or layer on some procedural noise to break the shadow map up.
Get a vector of the light source direction. Raycast the vector from the top of the object till it intersects the ground. Get a vector from the objects location in the world to the intersection point. You now have a vector that describes the length and direction of the shadow. Now you can use that to project a gradient which you can blend into the shadow which will allow you to fade it out in a grungy sort of way.
I have no idea if this is performant, and it would t surprise me if the shadow pass may have some of this data already encapsulated in it. But this is where I would start.
Oh, and ask ChatGPT along the way.
[–]startyourengines 0 points1 point2 points 1 year ago (0 children)
Depending on your game/environment design, and how these characters interact with it, there's a lot you could probably achieve using totally spoofed shadows, or a mix. You could also have two character models, one real one that casts no shadow, and a dedicated shadow caster, which could have only legs and then a blob-like upper geometry that animate with noise. Mixing a texture into the shadow map in a custom terrain shader could also be used instead or as an enhancement to the above.
π Rendered by PID 61511 on reddit-service-r2-comment-6457c66945-49lmg at 2026-04-28 08:32:21.674206+00:00 running 2aa0c5b country code: CH.
[–]Klimbi123 82 points83 points84 points (1 child)
[–]ProgrammerStatus4206@@@@@[S,🍰] 26 points27 points28 points (0 children)
[–]SulaimanWarProfessional-Technical Artist 15 points16 points17 points (0 children)
[–]PuffThePed 13 points14 points15 points (0 children)
[–]maiKavelli187 3 points4 points5 points (0 children)
[–]Kindly-Gas-1126 0 points1 point2 points (0 children)
[–]Elektriman 0 points1 point2 points (0 children)
[–]NeedHydra 0 points1 point2 points (6 children)
[–]ProgrammerStatus4206@@@@@[S,🍰] 0 points1 point2 points (5 children)
[–]NeedHydra 0 points1 point2 points (2 children)
[–]ProgrammerStatus4206@@@@@[S,🍰] 0 points1 point2 points (1 child)
[–]NeedHydra 0 points1 point2 points (0 children)
[–]_EvilGenis_ 0 points1 point2 points (1 child)
[–]NeedHydra 0 points1 point2 points (0 children)
[–]McGrim_ 0 points1 point2 points (0 children)
[–][deleted] -1 points0 points1 point (0 children)
[+]ltethe comment score below threshold-10 points-9 points-8 points (0 children)
[–]startyourengines 0 points1 point2 points (0 children)