Pixelated shadow from masked material :/ Static Light
Hi! Here is a problem: 3 meshes, which makes stained glass window. One of them creates metal wires and it is Masked Blend Mode. 2nd one is transparent color and 3rd one is color+normal+highlights.
I'm wondering if there is any solution to boost shadow from 1st mesh (metal wires), that it would be less pixelated.
-meshes are 2k light res. -flor is 2k res. -light is directional (static)
Thanks in advance.
asked Dec 02 '16 at 09:13 AM in Rendering
Due to how the masking works you'll likely not get the best results from that alone from what I can see. There may be some material tricks I'm not aware of.
But, if you don't want to change the content and only want to adjust the lighting for the scene you can adjust the source radius on the light to give a softer fall off for the mask.
This can help with the falloff and give the softer shadowing you would get for something spreading out across a floor surface for the shadow bake.
answered Dec 02 '16 at 06:40 PM
Tim Hobson ♦♦ STAFF
Do you have a Lightmass Importance Volume in your scene? Without one Lightmass will still bake lights but with very low quality. If you don't have one add it around anything that needs to be lit well (anything that's not far background). This will also increase light bake times.
answered Dec 02 '16 at 05:32 PM
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