Rendering with Tessellation produces wrong results.
Unreal Version: 4.11 Preview 7
I got to test this earlier and here are the results packed in a GIF:
As you can see sunlight "Movable" looks best and most accurate, "Static" is OK but useless in my case, "Stationary" being the most important looks inaccurate and has some flaws in finding shadow areas and/or working properly with the shader in softening out those shadows and absorption in this case. I do have a subsurface material here along with constant tessellation (without camera distance LOD for the test and baking). I tried various lightmap sizes but they all looked identical with just more strange sharpened shadows.
Also please note how Static and stationary Darken the intersection edges of the snow and the objects harshly (upper right and on stairs), while movable light displays softer more correct feel.
Any thoughts on this?
Thank you in advance.
asked Mar 11 '16 at 08:37 PM in Rendering
Hey William K,
So there are a few reasons as to why you are seeing such radical differences between the lighting mobility types. For starters, I simplified your material so it is just the 'Base Color' input, 'World Displacement', and 'Tessellation' being made available. I then changed it over from the 'Subsurface' shading model to the 'Default Lit' model. I did all of this to eliminate any outside variables that might cause differences in lighting. Subsurface, as you probably know, needs the opacity input and accounts for scattering within the objects surface. We definitely want to eliminate that for the test.
Secondly, I fixed your 'World Settings' and set them back to the default. You had some environment color which is going to effect the appearance of your Direct/Indirect Lighting when running Lightmass. The third and final settings I modified before running the comparison test, was to make sure the 'Cascaded Shadow Maps' settings matched when switching your Directional light between 'Stationary' and 'Movable', as well as unchecking the 'Override Lightmap Resolution' of the static mesh. Below are my results after making the mentioned changes.
As you can see, the 'Stationary' and 'Movable' outcomes are nearly identical. The Static lighting outcome is expected as it is going to take some tweaking to get the similar results. The end result being, this is not a bug, but just a need to modify your settings and values between lighting mobility types.
If you have questions about my process, please let me know.
answered Apr 18 '16 at 06:43 PM
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