Hello.
I'm trying to create a day / night cycle using a Dominant directional movable light. While animating my light i found that the scene is having this severe case of shadow acne. Been researching couple days of how to fix this, or at least make it less visible.
All I found was it is either impossible to get rid of it
It happens on extreme angles (isn't ideal for day cycle)
Tweaking .ini shadow depth bias can improve a bit (didn't work
)
Adjusting the Cascaded shadow map settings (didn't work, I'd even say it made it worse (Cascade example 2))
Acne problem exampleCascade settings - 1
Range - 10000
Shadow cascades - 10
Exponents - 2
Cascade settings - 2
Range - 10000
Shadow cascades - 3
Exponents - 3
The scene has 4 movable point lights, 1 skylight and a DDLM set on normal shadow mode. I've tried the day cycle map made by Ivan Tantsiura from epic forums. The video of the cycle didn't have any shadow problems, at least non that I saw. The map still had the issues for me tho.
Help on this matter would be appreciated.
Cheers, Dante.
PS. I am running the Nov 2012 version of UDK
Replies
For me, the shadows in the DX11 renderer is so bad it is unusable. I've tried tweaking the setting, to no avail. Shadow mapping is not something UDK does well.
Also, does the shadow problem still persist, after you test out the level in PC-Game mode?
My pc specs are
i7-940
gtx 560 ti
12GB of RAM
And a lot of HDD space.
Should be powerful enough to handle this.
Anyway what I do to circumvent this problem is to turn off the Use Precomputed Shadows option on all my objects. However the downside of that is that I can't control the quality of the shadows anymore. Changing the cascaded shadow settings doesn't change anything on that type of shadows and I only use it because it has almost no shadow acne. If there is any way to control the quality of this "other" type of shadows I'd say they are definitely the way to go.
I'm referring to non-cascaded shadow mapped shadows - i.e not using dominant light sources and disabling cascaded shadow mapping.
I read that UE3 supports shadow volumes, but was taken out in, i believe April build 2010.
If it would be possible to use that, i would use it instead of shadow mapping. Is it still possible to get shadow volumes? If so how?
Changing AllowShadowVolumes to true doesn't seem to change anything.
This is with the default setting:
http://imageshack.us/photo/my-images/707/precomputed.jpg/
And this is with Precomputed Shadows deactivated:
http://imageshack.us/photo/my-images/69/nonprecomputed.jpg/
Please note that I also have Precomputed shadows fored off in the world properties so maybe this is why this works.
So changing this setting makes the shadow acne quite subtle unless you have a gray material like the rock I posted to demostrate the change. However as I wrote before the quality of these "new" shadows can't be controlled with the cascade numbers in the DDL anymore so that's a bummer.
So Amber are you using prebuilt lighting then or is that another form of dynamic lighting? If I turn off the CSM and use regular directional lights I only get shadows from objects that have Use Precomputed Shadows turned off. However these seem to be even more aliased than the CSM ones so that isn't helping.