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.
Replies
e_GsmRange
Size of LOD 0 GSM area (in meters)
The smaller the more precise close range shadows get.
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.
http://www.crydev.net/viewtopic.php?f=326&t=82917
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.
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.
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.