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Passthrough Shadows Discussion

AMGI.Studios
Explorer

I'm currently looking into the best way to implement shadows for virtual characters. I've seen a few ways that look promising with just drop shadow cards. But what if I want true dynamic shadows? How do I get them to cast with no floor mesh since I want Passthrough? Or even dynamic soft shadows? I came across this for dynamic soft shadows based off the collision which looks pretty good. But how would I implement that with Passthrough? 

https://www.youtube.com/watch?v=_oed7fqqzaY

Here is a sneak peak at the current project. The characters still don't feel grounded yet without shadows. Just trying to find the best and most realistic way.

https://twitter.com/colin_a_brady/status/1627061040939941888?s=20

 

Please share your thoughts an how you think the best way to implement a shadow for so many characters should work in Passthrough!

2 REPLIES 2

dario.maciel
Heroic Explorer

Maybe fake something. Put a circular plane underneath the mesh with a opacity gradient towards the borders to soft the edges.

I also found this tutorial of another idea  but didnt test it. Maybe this can help you.
https://www.youtube.com/watch?v=LqwTLdqEUMo

AMGI.Studios
Explorer

I'm currently just using virtual bones that drive the position of planes with a drop shadow texture. It works for now