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    LightShaft problem

    Hello,

    I'm using light shafts in a night/day cycle but the further i move away from the 0,0,0 position of udk the more the light shafts get distorted, like moving away from the sun.

    The map is kinda big and without light shafts its looking boring so i hope someone knows a way to fix this. I checked some other forums but no one seemed to know a solution except putting ForceDynamicShadows on, but i cannot turn it on on my dominantdirectionalmovable light I also saw somewhere its a post processing effect and it probably doesn't calculate it in a good way but nobody seems to give a solution.

    Anyone knows how to fix this??? Thanks in advance


    #2
    change the ray cast distance or whatever that value is in the dom directional light. increase the number a lot until it looks right.

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      #3
      It's basically an issue where the light shafts haven't been implemented properly, it's unavoidable, but can be mitigated somewhat with tweaking, like Havoc mentions.

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        #4
        Originally posted by Havoc89 View Post
        change the ray cast distance or whatever that value is in the dom directional light. increase the number a lot until it looks right.
        :O

        Why has nobody thought of that before!
        Thanks

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          #5
          Originally posted by Havoc89 View Post
          change the ray cast distance or whatever that value is in the dom directional light. increase the number a lot until it looks right.
          In my udk it was called trace distance.
          But your a ****ing genious! haha it works! Thanks man

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