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    UT Editor Wavy shadows

    Dear all,

    Does anyone have a clue to what is causing these "wavy" shadows? This image was taken from the example map from the unreal editor with no modifications.

    Thank you in advance!

    Dave

    Click image for larger version

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    #2
    Originally posted by coyotekid View Post
    Dear all,

    Does anyone have a clue to what is causing these "wavy" shadows? This image was taken from the example map from the unreal editor with no modifications.

    Thank you in advance!

    Dave

    Your shadow settings.

    Using 'hard' light is not always the best thing to do. CSM, LMR, dynamic lights, GI...it all adds up.

    https://docs.unrealengine.com/latest...ws/QuickStart/

    I'd say the LMR of the object could be increased as a starting point, maybe blow out the mapping at distance...just an idea.
    Maps:

    DM-PSi ; DM-Genku ; DM-Untold Storage ; DM-Station (WIP) ; DM-HeatRay Physx (WIP)

    DM/TSD-Formidable (WIP)

    Comment


      #3
      the Editor by default has lighting set to "Preview" because there is no need to have quality lighting in your early stages of WIPs!




      Hope this helps!
      Attached Files
      http://s5.postimg.org/edy9j9ykn/Laam...Forum_Sig1.jpg

      http://aggressivewarriors.com -=- {AW}'s Community Map Test Server -=-
      http://s5.postimg.org/qsk8gc8zn/Instagib.gif

      Comment


        #4
        The waviness is caused by the shadows being saved in a distance field format. They give you cheap hard shadows, but it does get wavy at lower qualities. You can probably change this in the light's settings, which you might want if you prefer the jagginess and/or smeared edges of conventional shadow maps.

        Comment


          #5
          Hallo..
          Many thanks for all the great feedback.
          We discovered that the surface which gave the most trouble was in fact that of a subtraction box (in screenshot) once we discovered this we changed to additive box and lowered the LMR and that cleared the problem up nicely..
          Also the lighting quality was something we had overlooked and that helped a lot as wel.
          We will look into that "Distance Field" thing as well, thanks for that idea.

          Dave

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