Hello fellow polycounters
We have come to a odd problem with our UDK game,
Well without custom lightmaps, our trees have shadowing errors,
I understand that
Thing is , now with a proper lightmap, our test tree gets an
really strong self shadow, looking a lot like Ambient Occlusion
at high density areas (leaves) and is also doing small errors
(like that line you see)
AO is turned off
IF we turn precomputed shadows off, the shadows are fine
but then we have realtime shadows and that will eat tons of performance
or not ? UDN dosnt really tell a lot about those.
We have a day-night cycle btw.
How do they affect the performance ?
Here with proper lightmap and precomputed shadows on (left) and off (right)
Here a image of the lightmap just for completion:
Increasing lightmap resolution only makes the error sharper and better looking, still theres this insane black shadow mass
We tried tons of options in all settings making sense for us
Any ideas ?
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