x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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.

alt text

Product Version: Not Selected
Tags:
more ▼

asked Dec 02 '16 at 09:13 AM in Rendering

avatar image

maSZynke
1 1 2 2

(comments are locked)
10|2000 characters needed characters left

2 answers: sort voted first

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.

Default alt text

SourceRadius: 10 alt text

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.

-Tim

default.png (489.4 kB)
soureradius.png (492.3 kB)
more ▼

answered Dec 02 '16 at 06:40 PM

avatar image

Tim Hobson ♦♦ STAFF
49k 886 98 874

avatar image maSZynke Dec 03 '16 at 12:00 PM

Im newbie UE4 and i could be wrong, but i can not set source radius option in direct light. Am i right?

avatar image Tim Hobson ♦♦ STAFF Dec 05 '16 at 03:12 PM

Source Radius for a Movable (direct) light can only be adjusted when using Distance Field Shadowing when enabled for the project. Otherwise, with movable lights, you cannot get this soft falloff shadowing.

avatar image Einz Jan 05 '17 at 10:05 PM

Tim, I would like to ask similar question because you know the problem.

I am also using the stained glass window and I would like to achieve good quality shadows for the "metal framing" of the glass. I do use three planes for each window (with translucent material, emmisive colored shadow material, and metal framing masked material) and two directional lights in the scene, one light is static for the colored shadows, and other is stationary for proper cascade shadow. I have a problem with that cascaded shadow because it is defined by the distance from the camera, and with several windows I am able only to adjust the cascaded shadow distance to work only with one of them.

as shown on the screenshot, first window is having decent looking shadow, and the one further from the camera is not having any. alt text

alt text

avatar image Tim Hobson ♦♦ STAFF Jan 09 '17 at 07:52 PM

@Einz

This is the trade-off when using cascaded shadows. You get a set distance for the cascades to be spread across. You have use the additional settings for Num Dynamic Shadow Cascades, to which you can have 10 but you have to manually type that in and it is more expensive to use, and Distribution Exponent which adjusts how the cascades are distributed across the cascades.

For dynamic shadowing you cannot have perfect shadows across all cascades. These are distance based and will reduce in quality the further away you are so as to keep performance from being that of an offline renderer.

Clever idea about using dual directional lights here, but I suspect you'll pay for it in the end with performance. It's not intended to use more than one in the scene at a time. Something to keep an eye out for!

(comments are locked)
10|2000 characters needed characters left

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.

more ▼

answered Dec 02 '16 at 05:32 PM

avatar image

QSBen
408 15 15 31

avatar image maSZynke Dec 04 '16 at 02:17 PM

YES, there is one.

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question