02-21-2023 12:42 PM
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!
02-25-2023 11:53 PM
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
03-01-2023 10:05 AM
I'm currently just using virtual bones that drive the position of planes with a drop shadow texture. It works for now