When rendering in Marmoset, I get these arifacts when Ray tracing is on. It's not due to the AO or Normal maps, as the problem still happens with them off (and the maps themselves look clean). The shading of the low is also good. My guess is, that the topology of the low is to sharp (I attached an image of that), making…
I feel like my recent topology (hands) is suffering from this new found knowlege of shadow bias being a thing. Seemingly no retopology approaches I use that aren't getting to high poly, prevent the shadows from messing up when ray traced. I've also found that triangulating quads properly beforehand can help in some…
Maybe preventing specific objects from casting shadows onto themselves could be a fix in a way that doesn't create any other noticeable issues. And the AO map would then compensate for the areas that will be getting less shadows as a result. Disabling Mesh > Cast Shadows does this, but that option also prevents the mesh…
Thanks for the help. Dialling up shadow offset starts creating all kinds of other shadow issues. But as earth quake said, this is simply not avoidable with ray tracing, as the rays use the low to cast shadow. I wonder why I haven't ever seen shadow issues like these in games with lower poly count.
"My guess is, that the topology of the low is to sharp (I attached an image of that), making the Ray Traced shadows mess up in those areas. " Also possibly a similar issue - https://polycount.com/discussion/226419/toolbag-4-ray-traced-shadow-artefacts (...scroll to third response in that thread for a potential solution,…
Merely an additional workflow snippet thought worthwhile sharing. I'd previously bookmarked an interesting example when searching for a possible workaround, that I could cope with which involved baking non contiguous grouped HS meshes, via Painter mitigating self occlusion cast by floating geometry in object space, as…
I would love it, if you could explain this more, or link relevant resources.What I could find to this: - https://roar11.com/2015/05/dealing-with-shadow-map-artifacts/- https://docs.unrealengine.com/4.27/en-US/Resources/ContentExamples/Lighting/6_1/ Most of the other shadow related problems people are having, don't seem to…
I was able to somewhat fix it by adding in this extra face strip (a new unwrap of the UV's was thankfully also not needed). I assume that's the only way of fixing this issue, so occasionally turing on Ray Tracing during retopology is defenitly a good idea.