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    Dynamic Shadow Artifact

    I think the picture says it all... And this is taken from the night and day cycle sample map. I've been playing around with the values and it ranges from really god **** ugly to even worse. Is there any way to get rid of this??
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    #2
    Epic's terrain lighting system sucks, you'll just have to wait for them to release the new terrain or used baked lighting. I ran into the exact same thing and ended up abandoning my project until they fix it.

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      #3
      Originally posted by Legend286 View Post
      Epic's terrain lighting system sucks, you'll just have to wait for them to release the new terrain or used baked lighting. I ran into the exact same thing and ended up abandoning my project until they fix it.
      That has nothing to do with terrain lighting

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        #4
        you just have to turn off dynamic shadows on the terrain.
        happens with static meshs too.

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          #5
          Gotta say this shadows are not so bad in-game - yeah, in Only Lit mode they suck, but in composition of textures, meshes and so on they look not bad. It seems like this shadows have little resolution.... Or they are acting like penumbraes, but they don't look soft because of their little resolution...

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            #6
            Yeah it has nothing to do with terrain. Just large objects in general.
            @tegleg : So basically, if you want big stuff there's no fixing it? you just have to live without dynamic shadows?? =S

            @unreal_polyneutron : Sure it's fine if you're making the next gears of war, but what about more stylistic styles like team fortress 2? or ANY more casual/cartoony styles. THEN it sticks out like a soar thumb :/

            It's not the resolution, although it kinda helps, sorta. But it still looks ugly as hell

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              #7
              Crysis doesn't have this problem, and it has dynamic terrain lighting so obviously it's fixable by Epic which means it's their fault in the first place.

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                #8
                you need to change the bias in the ini files. It should solve some of your problem.

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                  #9
                  Crysis doesn't have this problem, and it has dynamic terrain lighting so obviously it's fixable by Epic which means it's their fault in the first place.
                  Well crysis is also still one of the most graphics intensive games out there and even though both games UT3 and Crysis were released around the same time, crysis didn't go to consoles and was able to have more put into it and I am not so sure they can just "fix it" I don't code so it could be easy, but it could also take a longer time that you want I just don't know so I wouldn't really just start yelling at them that it's their fault.

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                    #10
                    I'm having the same issues here. Especially when you have a pretty bright daylight and some dark shadows, it's really really bad. Does anyone have a solution for this? is there no way to set a sort of shadow resolution per individually per staticmesh?

                    And does anyone know if they're planning on fixing this or if that's the best we're gonna get :S

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                      #11
                      Originally posted by Qazar View Post
                      I'm having the same issues here. Especially when you have a pretty bright daylight and some dark shadows, it's really really bad. Does anyone have a solution for this? is there no way to set a sort of shadow resolution per individually per staticmesh?

                      And does anyone know if they're planning on fixing this or if that's the best we're gonna get :S
                      It should get fixed in the March update, seen as we're moving onto deferred shading with "high-quality shadows." The issue is caused by the dynamic lighting shader having really low precision, so it messes up on near-parallel faces to the angle of the light.

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                        #12
                        The deferred shading is Dx11 only and probably system taxing. The new landscapes system should have better lighting over the current terrain system..

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                          #13
                          as sueds said, change the value of the shadow bias in the ini file, you need a higher value IIRC

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                            #14
                            Originally posted by ambershee View Post
                            The deferred shading is Dx11 only and probably system taxing. The new landscapes system should have better lighting over the current terrain system..
                            Pfft, deferred shading is not a DX11 feature so why would it be locked to DX11? It's also much cheaper than forward shading but allows for hundreds of lights with no extra perf hit over having one of them.

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