Weird Point Light Shadow Glitch

Materials, textures, lighting, postfx
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marauder2k9
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by marauder2k9 » Sun Mar 12, 2017 12:12 am
Image

Anyone got any ideas as to why this is happening?

I should say i increased the pre-taps in advanced lighting to 20 with closer poisson disks and it gives nicer edges to the shadows but i think this was happening before i did that too
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Sun Mar 12, 2017 12:19 am
Image

Shadows look really nice elsewhere just when ur standing in the middle of where the point light is placed
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Sun Mar 12, 2017 1:27 am
Image

rotating the light by 90 on its x axis fixed the problem, also fixed the problem with shadows on a few other objects too
Jason Campbell
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by Jason Campbell » Sun Mar 12, 2017 2:56 am
That is a nice looking shadow!
marauder2k9
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by marauder2k9 » Sun Mar 12, 2017 1:00 pm
thank you :)
JeffR
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by JeffR » Mon Mar 13, 2017 8:01 am
Point Light shadows - when set with the Dual Parabloid shadow mode - have a known limitation/artifact in which the seam equator of the two hemispheres meet imperfectly, and a gap exists. This is due to the nature of trying to take 2 flat renders and use a warping algorithm to have it cover 180 degrees, naturally it's imperfect and prone to limitations/precision issues at the edges. A tradeoff from managing point light shadows with only 2 renders - it's a LOT faster, but obviously the limitations/artifact outlier cases can be unpleasant.

Nominally, you'd either rotate the light so the seam isn't noticed, or use the cubemap shadows, which while slower, don't have the seam issue.

Having said that, it could also be other odd precision issues or a different bug, so it's still worth testing on to try and confirm. So for starters, when you rotate the light, does that seam follow the rotation? Or does it disappear entirely?
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Mon Mar 13, 2017 11:49 pm
hey jeff,

yea the seam follows the lights rotation, rotating it 90 degrees works for my scene it hides the seam in a place that players cant really get to.on the cubemap shadows this project is only going to be released to 4 people as a kind of educational / fun activity, i couldnt get the cubemap shadows to render character model shadows, does a good job of architecture shadows hang on ill up screenshots
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Mon Mar 13, 2017 11:51 pm
this is the scene as is with dualparabloidsinglepass

Image

and this is the scene with cubemap

Image
JeffR
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by JeffR » Tue Mar 14, 2017 6:38 am
Very odd! Good to document though. Especially weird because the walls clearly are shadowing alright. Wonder if it's a depth issue causing the player to be too close in the cubemap mode...
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Tue Mar 14, 2017 10:53 am
I'll try a few things when I get home see if resizing the radius of the light fixes it, this was just a quick change to the light I had originally set up I had to rotate it back to original to get the shadows to display correctly
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