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Pixelated shadows - How to fix them?

Posted By justaviking 12 Years Ago
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justaviking
justaviking
Posted 12 Years Ago
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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.  :)



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justaviking
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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?




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Rampa
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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
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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.



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Rampa
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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
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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.



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mark
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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...

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