Ok, so for my fist question. What the heck is going on here and how do I stop it?
http://img593.imageshack.us/img593/1781/26875333.jpg
I've got one light here, for which I have disabled static shadowing. I've also enabled bForceNoPrecomputedLighting. At low angles, it looks like rubbish. If I build the lighting, it goes away. However, I don't
want to build lighting, because I want to be using dynamic lighting only. This brings me to my second question.
How do I completely disable static lighting in a level?
Replies
No, really it doesn't.
Light maps are only good for static scenes, my scene is fully dynamic. Get the idea?
Also, try playing with Light Cone, it's under the Properties for the Light.
if you want fully dynamic/realtime.. why not just use cryengine. what sort of scene are you going for that requires all lights to be dynamic?
Also I have to say +1 to Oniram.
Lightmass is built to create efficient and usable lightmass combined with specific statics or areas that are lit dynamically.
Try using movable light actors which are default dynamic.
Really? Because it starts becoming horribly noticeable at as little as 60 degrees.
It seems to me that dynamic lighting and UDK just don't mix.
Also, I remember some guy on UDK forums mentioned that the acne and banding where a quick RT solution Epic implemented for the average user, and that changing a set of values and their numbers would solve this issue.
However, it was changing a number in the .INI files, and I cannot for the life of me find that post again, it pretty much was the holy grail for shadow solution, and the guy even posted on how you could get upto 4K RT shadows if your PC could handle it.
I will look up again and see if I can find anything shedding light on this (pun intended).
Some more info:
http://www.polycount.com/forum/showthread.php?t=91047
http://www.polycount.com/forum/showthread.php?t=76977
http://forums.epicgames.com/threads/743817-These-Effin-Dynamic-Shadows!?
http://forums.epicgames.com/threads/721755-udk-shadow-problem/page2
http://translate.google.com/translate?sl=de&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fwww.unrealed.info%2Fforum%2Fshowthread.php%3F9440-Shadow-Acne-Artefakte-reduzieren
http://forums.obsidian.net/index.php?showtopic=55422
In UDKEngine.ini find ShadowDepthBias.
As someone mentioned Epic put this for a reason, quick workflow. There is no way to avoid it even EPIC's Night and Day demo map is full with Z fighting (acne) issue. They have covered it with lots of grass, huge Rock chunks and have engineered the level in a way that player only sees the nice quality areas . Thats why you have to make ton loads of detailed meshes for your environments to fill the screen thus effectively reducing this problem.
Now the most importan bit, I saved it for last Increas you Dominant Light >properties> Cascading Shadow Radius to around 2500 to 3500, and the values below to 3 / 4 or 4/ 4< this you have to try as it kinda works like on the overall scale of your scene.
Hope it helps