Profile Picture

Pixelated shadows - How to fix them?

Posted By justaviking 12 Years Ago
You don't have permission to rate!
Author
Message
mark
mark
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (12.8K reputation)Distinguished Member (12.8K reputation)Distinguished Member (12.8K reputation)Distinguished Member (12.8K reputation)Distinguished Member (12.8K reputation)Distinguished Member (12.8K reputation)Distinguished Member (12.8K reputation)Distinguished Member (12.8K reputation)Distinguished Member (12.8K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 4.9K, Visits: 16.7K
I may have missed it's mention but I usually turn off "cast shadow" for any terrain or "floor" object. That is a big memory resource hog and usually not needed...

PROMO-BACK2
Click here to go to my YouTube Channel filled with iClone Tutes and Silly Stuff

Visit ANIMATED PROJECTIONS Powered by iCLONE

Intel Core i7 3960X @ 3300MHz Overclocked to 4999.7 MHz Sandy Bridge 24.0GB DDR3 @ 833MHz Graphic Display HP ZR30w 
GeForce GTX 980Ti 6GB  Microsoft Windows 7 Professional 64-bit SP1 ASUSTeK COMPUTER INC. P9X79 WS (LGA2011)



justaviking
justaviking
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 8.2K, Visits: 26.5K
rampa (7/29/2013)
Have you tried using the spotlight like a directional light? A really big range, and a really wide angle?

No, I have not.  This was one of those discoveries made while simply playing around and exploring the application.  I was actually working on something else, messed around with some lights, and started noticing the bad shadows.

I'll probably drop this topic for now, having learned what I needed to know.  I don't have any "large terrain" project plans on the calendar.  But now I know what to look out for.

Thanks to all for the support and input.

Peter said they are going to a new lighting model for the next version. Those other shadow types are using a different technique, I believe.

That's great news.



iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual  monitors.
Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD

Rampa
Rampa
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)

Group: Forum Members
Last Active: Last Week
Posts: 8.2K, Visits: 62.6K
Peter said they are going to a new lighting model for the next version. Those other shadow types are using a different technique, I believe.

Have you tried using the spotlight like a directional light? A really big range, and a really wide angle?
justaviking
justaviking
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 8.2K, Visits: 26.5K
rampa (7/28/2013)
See my earlier post.:)

Basically, you are covering a larger area with the same amount of pixels. The higher resolution the shadow map, the bigger it can be before showing individual pixels. The range feature lets you tell it to stretch over less of your scene. It's like enlarging a photo in an image editor. It shows the individual pixels that make up the shadow mask.

The reason they have the lower resolution shadow maps is because it takes a lot more computing resources for the high resolution ones.

That makes sense, but it seems odd to me that the Drop Shadow works fine.  And a Spot Light (with self-cast shadow) also works fine.  Why not the Directional Light?

It seems like "an opportunity for improvement" in the product to me.



iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual  monitors.
Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD

Rampa
Rampa
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)

Group: Forum Members
Last Active: Last Week
Posts: 8.2K, Visits: 62.6K
See my earlier post.:)

Basically, you are covering a larger area with the same amount of pixels. The higher resolution the shadow map, the bigger it can be before showing individual pixels. The range feature lets you tell it to stretch over less of your scene. It's like enlarging a photo in an image editor. It shows the individual pixels that make up the shadow mask.

The reason they have the lower resolution shadow maps is because it takes a lot more computing resources for the high resolution ones.
justaviking
justaviking
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 8.2K, Visits: 26.5K
EUREKA!!!

I found the culprit.

If I add any "Height Map_Large" terrain, I get the pixilation.

  • Butte, Canyon, Hill, Show Mountain, Volcanic Rock

But all the Mesh_Medium terrains work fine.

  • Combat Stage, Community Stage, Desert... (I only test those 3)

Remember, I only saw the problem with the DIRCTIONAL light.

Now... new questions...

  1. Can anyone duplicate this?
    • Directional Light with Self-cast Shadow with Height Map_Large terrain = Badly pixelated shadows on the receiving props
  2. Does anyone have a solution?




iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual  monitors.
Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD

justaviking
justaviking
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 8.2K, Visits: 26.5K
UPDATE:

I created a brand-new project, and it is behaving correctly.

Sorry for the (partially) false alarm.  If I figure out what is different between the two projects, I'll let you know.  If I cannot find any differences, perhaps there's some sort of corruption that the iClone team would like to investigate, but I'll do my homework first.

rampa (7/28/2013)
Vimeo should provide you with the "embed" code you need. All you need to do is copy that few lines of code and paste it into your message.

Oh, well that sounds easy.  Thanks.  :)



iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual  monitors.
Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD

Rampa
Rampa
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)Distinguished Member (37.5K reputation)

Group: Forum Members
Last Active: Last Week
Posts: 8.2K, Visits: 62.6K
Vimeo should provide you with the "embed" code you need. All you need to do is copy that few lines of code and paste it into your message.
justaviking
justaviking
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 8.2K, Visits: 26.5K
New news...

SPOT LIGHT = Great!  :)

DIRECTIONAL LIGHT = Bad  :(

The spot light behaves wonderfully.  No complaints.  Not today, anyway.  ;)

Additional information about bad directional light behavior... When I rotate my view, when the light is to my back (I'm facing the same direction as the light), all my props darken slightly, as if I was literally standing between the light bulb and the scene.  Also, Chuck's shadow fades to nearly nothing in approximately a +/- 10 degree range of me facing the same direction as the light.

Not sure if that makes sense.  I might start with a brand new scene, and will post a video.

P.S.

How to I embed a video in my post?  I forgot how to put in right in my post, like a picture.  It'll be on Vimeo, though I don't think that will matter.



iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual  monitors.
Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD

justaviking
justaviking
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)Distinguished Member (21.0K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 8.2K, Visits: 26.5K
colour (7/28/2013)
nlprod1 (7/28/2013)
Hi,
I've looked at your settings and am able to duplicate it whenever Stabilized Shadow Map option is checked. Without this being checked i can achieve a normal shadow . Hope this helps :cool:

Good catch :)

I've just tested again here, with that option selected & get the same result as Dennis.

I had it UN-checked.  When I checked it, I pretty much got a rectangle for a shadow!

Playing with "Quality Partition" is making a difference too.

ONE DISCOVERY is that I get hugely DIFFERENT results between the DROP SHADOW and the SELF-CAST shadow.  Beyond the intended change in behavior, of course.

I was expecting the self-case shadow to be capable of making nice, crisp shadows (if that's what I want), just like the drop shadow setting does.

Also, as I rotate my viewing angle, I'm seeing all sorts of disturbing "shimmering" artifacts in how the shadows are rendered.  I'm not moving the props, avatars, or the light... only my viewing perspective, so I'd expect the shadows to look the same whether I'm viewing from a little to the left or a little to the right.

I'll play around a bit more, and perhaps I'll try some rendering, and will post a video depending on what I continue to see here.

Thanks again for the ideas.



iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual  monitors.
Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD




Reading This Topic