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hagrid70
June 17th, 2021, 07:35
so i have some very detailed maps. and i have saved out alpha layers of all the walls.
can i get a little advice on turning those into the in game map occlusion layers please.
i am photoshop compitent btw, if that is relevant.

thank you hivemind.

hagrid70
June 17th, 2021, 09:18
When reading shadow maps in shading passes, we only need to you can also have the transparent depth in the color texture's alpha channel, I use index of object as float as conversion to A8 channel is simpler to decode.
NomNom (https://www.nomnomnow.one/)

can you please explain that to me like im a moron?

Trenloe
June 17th, 2021, 12:05
@ebonythoma posted 2 minutes after joining, and their post is pretty nonsensical. So I'm 99% sure they're a spammer.

hagrid70
June 17th, 2021, 12:10
yeah im kinda wondering where my IQ went since i cant understand a damned thing there at all.

LordEntrails
June 17th, 2021, 17:31
As to your original question, occludes have to be vectors/points, so you need a way of turning your alpha elements into a combination of points defining the element end points and then the type of occulder you want (wall, window, door, etc). I have no idea how one might do that in Photoshop since I believe everything it does is raster. But not sure even that is true. So only help I can do is to point you into trying to figure out how you can get point/vector information out of what you have already.

hagrid70
June 17th, 2021, 22:09
As to your original question, occludes have to be vectors/points, so you need a way of turning your alpha elements into a combination of points defining the element end points and then the type of occulder you want (wall, window, door, etc). I have no idea how one might do that in Photoshop since I believe everything it does is raster. But not sure even that is true. So only help I can do is to point you into trying to figure out how you can get point/vector information out of what you have already.

i believe i have that part sorted yessir.