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    problems Shadow quality with my project

    Hello everybody

    Anybody here can help me with my project to get more realistic effect shadows and lightings ?
    i tried alone but i don't understand why the shadow and lighting are so bad

    I builded on Production with this world settings :


    Click image for larger version

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    I took the default project first person.
    I added 2 post process volume, one for the inside and another for the outside.
    the default textures are white Basic_Wall and slightly grey

    Once the light is calculated, I have the following result:

    Click image for larger version

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    As we can see the shadows are bad there are burrs on some wall, and in poorly lit rooms it makes horrible shadows.
    more the walls appear Belgian instead of white

    My goal is to come up with results like this:
    Click image for larger version

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    so if someone can help me find out why I can't get the best result, I'd be forever thankful

    I enclose the sources of the project where it can help
    here the link to get th project :
    https://1drv.ms/f/s!Ars6eu58KNxxbamf1z6rNvcy1us



    #2
    Hi!

    Well...
    Static Lighting Level Scale: how detailed you want the light to be calculated! The lower you go, the more detail you get! (0.15 for archviz)
    Bounce: above 10 you can get strange results
    Quality: quality. Start with 4 and only for the final build go for 10 (maybe 8 is also enough) This is the setting that will raise building time the most!!
    Smoothness: how much detail should be blurred out! 0.6 will keep the smaller shadow details too!
    Environment intensity is why 0?
    Compressed lightmaps will cause you "dirty" results!

    I think the biggest problem with the scene is lightmap resolution!! ...and also the way the scene was built... Overlapping faces will give you light/shadow bleeds!


    Comment


      #3
      Turn off or lower SSAO, that's what is causing the "shadows" on the walls. I personally prefer to lower the Static Friction of SSAO when I bake lighting so I don't get any over occlusion, since it happens naturally with baked lighting based on the number of bounces and relative albedo intensities. Don't forget to place Lightmass Portals for all of your openings too.
      Lighting Artist II @ Crystal Dynamics
      Former Lighting Artist @ Obsidian Entertainment
      ArtStation

      Comment


        #4
        First, Thx Makigirl for your time

        So, here is my lightmap resolution : Click image for larger version

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        after use your settings the result is : Click image for larger version

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        To my project, what is the best solution for lighting my scene ? use only a skylight ?, static or movable ? use a directional light static or movable ?
        thx you

        Comment


          #5
          No worries!
          Looks better, you lost those bleeds! ...and I guess it was faster too!
          Well basically where you want (more) detail you raise the lightmap resolution! If it's your floor: you set it higher, if it's one of your walls... The top is 4096! So sometimes it's better to break up long meshes (like floor) into separate ones to get higher lightmap resolution! Also to calculate many, lower resolution lightmaps is faster than calculate 1 huge one!!
          If you have ambient occlusion turned on on your postprocess (as it was mentioned before) play with it to have the best result you want!
          Lighting... I can't tell you how your project should look like! If you want a sunny daytime: sure use a directional light + skylight (or just a good HDRI can do)!
          Keep in mind that any light you set to Movable won't cause any GI!!! So if you want GI from your sky or Sun you'll have to set it to Static/Stationary!

          Comment


            #6
            Thx again, what is GI ?

            Comment


              #7
              Sry: Global Illumination! ...bouncing lights... movable lights just hit once and that's all!!

              Comment


                #8
                Hi
                Ok now i have this :
                Click image for larger version

Name:	UE03052019.JPG
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ID:	1614984 it's look better thx for your help.

                I have another question if it's possible: p

                in a room on the other side of the direction of the sun, when I look like this, the room is too dark
                Click image for larger version

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                but when i'm in the room it look like :
                Click image for larger version

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                my Post process for the inside are :
                I display only modified properties
                Click image for larger version

Name:	PP_Inside.JPG
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                what is the best solution to highlight the room ?

                Comment


                  #9
                  The exposure gets compensated when you move the camera into the dark room. Like in the real world. But it might be a bit too much compensation. I usually tweak the min/max values so the rooms are more closely lit and then increase the 'exposure compensation'

                  exposure compensation: 0.5
                  Min Brightness: 0.25
                  Max Brightness: 1.0

                  sunlight intensity: 4.5 lux
                  skylight intensity 0.75 cd/m2
                  www.s-dot.de/viz
                  ArchViz User Interface :: UE4 Marketplace.

                  Comment


                    #10
                    Ok thx, i will test this

                    Comment


                      #11
                      Hello it's again me

                      Now i have a new problem :
                      When i build the project with the floor as Basic_wall :

                      Click image for larger version

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                      and the result when i apply the texture :

                      Click image for larger version  Name:	With_Texture.jpg Views:	1 Size:	332.8 KB ID:	1617705
                      why the shadow appears like this ?
                      Last edited by Dark Gunlok; 05-10-2019, 11:21 AM.

                      Comment


                        #12
                        Well it's also visible on the first screenshot too, the image is just brighter...
                        Are your walls edge snapped or their faces are snapped?
                        To me it still looks like low lightmap resolution /if you take a look at the floor's shadow, you see it's not a nice straight line/... also maybe not a proper lightmap uv...

                        Comment


                          #13
                          Thx for your reply.

                          Wall are snapped in blender and the lightmap resolution for the meshes is set to 2048

                          here my UV in blender

                          Click image for larger version

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                          Comment


                            #14
                            No worries!
                            Ok so your walls are snapped at the CORNERS/EDGES or FACES snapped together? /are there overlapping polygons?/
                            Is the whole house one huge mesh with a single uv map as shown? You won't be able to achieve a realistic result: the max ligthmap resolution you can set is 4096! Just create a 4096 res checker map, set it to your mesh and you will see the max texel /detail/ you can get with lighting! It will be a low res blurry something!
                            If you want realistic/very detailed lighting result: you will need to break up your mesh into smaller parts /per wall!/ to be able to set higher resolution lightmaps!

                            Comment


                              #15
                              yes snapped on corner edge no overlapping, but yes i have only a single meshes

                              Comment

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