I'm attempting to compose a shot inside Toolbag and I am getting some really jaggy shadows. Quality settings are turned all the way up as far as I can tell. Any ideas? Thanks!
1. In the render panel, make sure High-Res Shadows is enabled.
2. Adjust the light width in the light object properties, you should be able to use this setting to blur the shadows and reduce jaggyness.
So I figured out what was wrong. I was doing early block outs using a model that was broken up into many parts. As soon as I combined the model and re-exported from Maya, nice clean shadows!
Perhaps I spoke too soon. Combining the mesh seemed to have fixed the problem initially. However, an hour or so into editing the scene, just moving models around, not even messing with lighting or rendering settings, I saw a visual pop of the shadows reverting back to this very jaggy look. High-Res Shadows are on, occlusion settings are normal, but when I adjust the light's width in the shape settings, nothing changes. Any new ideas? If i create a new test scene, bring in the same model and materials and setup a quick lighting scheme similar to what I have everything behaves accordingly.
Made a gif linked below to better illustrate what is going on and also attached a screenshot of the model loaded in new scene with sky light and one directional to show that the shadows behave correctly at first, then at some point the light breaks and the scene no longer lights correctly.
details: -16bit png displacement map (i tried with 8 bit tga. same result) -tesselation: PN triangles (512 but i tried even 2048 doesn't work) -direct light (so no falloff, size ect matters) -high res shadow enabled -mesh: cylinder, plane, box (scaling 100x up/down, triangulation, same result) -vcard: NVIDIA GeForce GTX 550 Ti -DirectX 11.1 KB2670838
hmm, forum is not so frequented, isn't it? i thought toolbag is an industrial standard :P
last try, anybody?
Did you try the suggestions in this thread?
Specifically, make sure high res shadows is enabled, and adjust the width of the light to convert the light into an area light, which will allow you to blur the shadows which can help reduce jaggedness.
You can try turning off contact refinement in the light properties as well.
Omni and spot lights tend to have better shadow map distribution too, so if you're using a directional light, try one of those instead.
Replies
1. In the render panel, make sure High-Res Shadows is enabled.
2. Adjust the light width in the light object properties, you should be able to use this setting to blur the shadows and reduce jaggyness.
So I figured out what was wrong. I was doing early block outs using a model that was broken up into many parts. As soon as I combined the model and re-exported from Maya, nice clean shadows!
http://i.imgur.com/3rmp5fR.gif
.
i have some similar problem:
http://s16.postimg.org/66o3d6o5x/marmo_jaggyshadow.jpg
details:
-16bit png displacement map (i tried with 8 bit tga. same result)
-tesselation: PN triangles (512 but i tried even 2048 doesn't work)
-direct light (so no falloff, size ect matters)
-high res shadow enabled
-mesh: cylinder, plane, box (scaling 100x up/down, triangulation, same result)
-vcard: NVIDIA GeForce GTX 550 Ti
-DirectX 11.1 KB2670838
btw i tried it with simple lowpoly mesh (no displacement) and it gives the same result:
http://s14.postimg.org/68trylvyp/marmo_jaggyshadow_02.jpg
as far as i can check, my meshes are ok (no problem in unity for example)
anything i missed?
please help me, this bug just killing me :P
i thought toolbag is an industrial standard :P
last try, anybody?
Specifically, make sure high res shadows is enabled, and adjust the width of the light to convert the light into an area light, which will allow you to blur the shadows which can help reduce jaggedness.
You can try turning off contact refinement in the light properties as well.
Omni and spot lights tend to have better shadow map distribution too, so if you're using a directional light, try one of those instead.
i'll try those other light types
i didn't check the suggestions, you mean i should post there?
(ok i don't find the suggestions? what and where are they?)
thanks for the reply!