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csprance's Avatar
Old (#1)
not sure what's going on here so I'm not sure what to search for, but if anyone could point me in the right direction to clear up the artifacts on my surface (A somewhat large solid) as well as the light leaking underneath my fence piece which is pushed into the ground.

Offline , vertex, 44 Posts, Join Date Jan 2011, Location Murrells Inlet, SC Send a message via Skype™ to csprance  
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ParoXum's Avatar
Old (#2)
You can 'fix' this shadow bleeding using the command

e_GsmRange
Size of LOD 0 GSM area (in meters)

The smaller the more precise close range shadows get.


Vincent Mayeur - Environment Artist
Offline , polycounter, 870 Posts, Join Date Feb 2009, Location Belgium  
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Wesley's Avatar
Old (#3)
I'ma just post in here cause I'm having a similar problem.



So although the shadows get sharper, I still have a "gap" between the object and the shadow. The chair with the missing material for instance is actually on the floor. There's also no gap between the wall and floor.
Offline , polygon, 663 Posts, Join Date Jan 2010, Location Edinburgh  
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Wesley's Avatar
Old (#4)
This worked for me:
http://www.crydev.net/viewtopic.php?f=326&t=82917
Offline , polygon, 663 Posts, Join Date Jan 2010, Location Edinburgh  
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[HP]'s Avatar
Old (#5)
This problem comes from the shadow bias, I'm not sure but I believe you can tweak the shadow bias and shadow slope bias, make a search in the console variables. (Double click in the console input box)

Hopefully in the next release of the build, you'll have a new option in the time of day editor that will allow you to tweak the low, medium and high distance shadow bias.
Offline , dedicated polycounter, 1,827 Posts, Join Date Aug 2007, Location derp land  
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Wesley's Avatar
Old (#6)
Thanks for the help Helder.

Instead of making yet another thread I thought I'd use this one seeing as it's light related. I have a plane with a texture for railings, I can use the "Maintain AlphaTest coverage in mipmaps" to ensure that at a distance the opacity still holds up. However, the shadows on the floor get affected at a distance, almost like they're reading mipmapped opacity. How can I improve/turn that off. It's only for one asset so shouldn't affect the game that much.
Offline , polygon, 663 Posts, Join Date Jan 2010, Location Edinburgh  
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WhiteNorthStar's Avatar
Old (#7)
wow HP = Helder Pinto... cool! I enjoyed your Eat 3d cryEngine tutorials, nice work ;-)
Offline , vertex, 43 Posts, Join Date Nov 2010,  
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iniside's Avatar
Old (#8)
This is well known issue of all shadow maps in all engines.
Simply speaking.. learn to live with it.
Yes you can tweak gsm vars, but this will trade for low range shadows, and/or low quality shadows on higher distances or strange transitions between lods. IMO is not worth it. I wasted 5h for tweaking this var, and ultimetly gone back to default settings ;p.

If you have DX11 graphics card, you look for GS something (geometry shader shadow generation), and see if using this will fix your problem. As those are variation of stencil shadows.
Offline , triangle, 392 Posts, Join Date Sep 2010,  
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Wesley's Avatar
Old (#9)
That was all super-useful, a lot of stuff to research about all that. Thanks for the help iniside!
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