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Face to camera wrong shadows

Following the example:
https://docs.unrealengine.com/latest/INT/Resources/Showcases/Stylized/Materials/index.html (Foliage Material)
I got this problem:
the planes/materials are two side and don't cast shadows to self, only shadows between the planes/materials as you can see in the screenshot.

Files: https://dl.dropboxusercontent.com/u/28070491/UE/Forums/FaceToCamera/Files.zip

Product Version: UE 4.8
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asked Aug 21 '15 at 12:02 PM in Rendering

avatar image

Hevedy
641 64 78 119

avatar image Logan Bailey ♦♦ STAFF Aug 24 '15 at 01:28 PM

Hello Hevedy,

To clarify, you are trying to have shadows cast on the faces that are facing the camera to show that the sun is hitting the other side of your mesh correct?

Also if you would link me a screenshot of your material, and also what lights you have set inside your scene and what their settings are.

Thanks,

Logan

avatar image Hevedy Aug 24 '15 at 01:48 PM

You got in the file "Files" the model, the material and the sprite. Anyway is the same setup of you docs as i say in the post, you got the screen of the material setup in the docs link in the Foliage Material part.

About the problem as you can see the face don't have shadow and i don't know why, and if you do the same with a Blueprint changing the mesh facing to the camera then work, but throw that no.

avatar image Logan Bailey ♦♦ STAFF Aug 24 '15 at 02:08 PM

Hey Hevedy,

Yes, your .uasset files are there.

Unfortunately, those are project specific files and therefore will not import into a clean project that I have made.

If you would please link me your .uproject file, your content folder, and your config folder, and .zip them for me. Then I will be able to import the files there.

Thanks,

Logan

avatar image Hevedy Aug 24 '15 at 04:07 PM
avatar image Logan Bailey ♦♦ STAFF Aug 24 '15 at 05:18 PM

Hey Hevedy,

All I need from you is the content folder the config folder and the .uproject.

If you add more files then I run into compiling errors.

Adding more files will in turn create new issues.

Thanks,

Logan

avatar image Hevedy Aug 24 '15 at 05:23 PM

You got the project without the config files in the FOS folder that its the project folder, if that don't work for you you got the sources folder with a photo of the material setup its only a material and 3d model one way.

I can't give you the config folder because the project its private.

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Hey Hevedy,

We were attempting to recreate a project that we could test this in.

Without the content folder we have no way of launching your project.

If you cannot reproduce this issue in another project or share your content folder then there is no way for us to reproduce this on our end.

Thanks,

Logan

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answered Aug 24 '15 at 05:26 PM

avatar image Hevedy Aug 24 '15 at 05:49 PM

Check the last comment...

  • Create new project.

  • The lights are a a skylight + a directional light (Intensity 6.814, Shadow Bias 0.15 & Shadow Filter Sharpen 1.0, num dynamic shadows cascades 4, distribution 4.0)

  • Add to the project the 3D mesh model and the png file.

  • Create new material like in the photo included based in the png file.

  • Put in the map some 3d models with the mesh included and apply the created material.

  • Its pretty easy.

Use the photo included and the source folder https://dl.dropboxusercontent.com/u/28070491/UE/Forums/FaceToCamera/All/All.zip

avatar image Logan Bailey ♦♦ STAFF Aug 24 '15 at 06:43 PM

Hey,

What are your world settings set to. Do you have them set to epic?

If not shadows will take a huge performance issue from that.

I have recreated the tutorial with your project files.

I have the lights set to what you have specified as.

Inside of the material under the Material > Opacity Mask Clip Value you are able to adjust how much the mask will be clipped.

1 being completely clipped and this is the result :

alt text

This is the result with your settings set to default at a distance.

alt text

This next image is what you have been seeing where there are jagged edges at a closer distance.

alt text

Notice how edgy these shadows are. This is completely in line with how they should look with the alpha mask that you are using for your opacity mask.

This last image is of the shadows with the Shadow Filter Sharpen set to 0 instead of 1.

There is a nice trade off for the shadows to still give you a hard shadow with a bit of falloff.

alt text

This is to address any shadow issues that you may be experiencing. Now, as for the shadows not showing up on the other side of your geometry.

I have not deviated from the tutorial.

If you have changed anything from what you just posted to me or the tutorial please let me know.

After you have troubleshot ALL of these steps and looked through what I have created if you are still experiencing an issue please let me know.

Logan

avatar image Hevedy Aug 24 '15 at 06:48 PM

Try to apply to the textures the 2D Sprite settings Right click in the texture -> Sprite Actions -> Apply Paper2D Texture Settings. Use the model "Plane_1_1V" looks like your using the "Plane_1_1VI" and the texture its inverted. And your model don't its looking to the camera, what its you material setup you got the same material setups as me ? because looks like no and you got the 3d models looking to the camera in manual way rotating in the work the model and the material is who rotate the texture.

*Note all the light are dynamic 100% no bakes set all to dynamic.

avatar image Logan Bailey ♦♦ STAFF Aug 24 '15 at 09:22 PM

Hello Hevedy,

We will continue helping you on this thread,

https://answers.unrealengine.com/questions/287544/hard-shadows-problem.html

Marking this as a duplicate.

We will be happy to assist you on the posted link.

Thanks,

Logan

avatar image Hevedy Aug 24 '15 at 09:27 PM

That are totally 2 different things:

  • This one its about the shadows in the faces

  • The other one is about the problem with the shadows and the engine (no the billboard shadow, the corners shadow.)

*Its the same screen but are different things, one its a feature request or something like that about the engine shadows and the objects, and this is about a problem/bug report with the material.

avatar image Logan Bailey ♦♦ STAFF Aug 24 '15 at 09:33 PM

Hey Hevedy,

Sorry, I misunderstood.

What we are going to do is address the other issue first. If we don't fix both the problems with that please re post here and I will address this issue at that time.

For tracking purposes I will be marking this as answered.

As soon as you post again I will receive a notification.

Logan

avatar image Hevedy Aug 24 '15 at 09:43 PM

No, no please this before please, this is a problem the other one its a feature request or core engine problem/question. This one its about the material please you got the scene you only need to end the material to you need to do the material exactly to this one EXACTLY

And then from the same view of your last images tell me if you got shadows in the face or not.

avatar image Hevedy Aug 24 '15 at 09:59 PM

Here is a project complete from 0 to you with the problem and all done https://dl.dropboxusercontent.com/u/28070491/UE/Forums/FaceToCamera/POBugsOCHO.zip

Too hard to do that.

avatar image Hevedy Aug 26 '15 at 05:27 PM

News about this ?

avatar image Logan Bailey ♦♦ STAFF Aug 26 '15 at 05:53 PM

We are currently addressing this issue with the other post that you have open.

https://answers.unrealengine.com/questions/287544/hard-shadows-problem.html

Logan

avatar image Hevedy Aug 27 '15 at 08:09 AM

Oh wait all its broken from the version 4.7 to nexts awesome thanks.

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