Announcement

Collapse
No announcement yet.

Strange blobs on meshes

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #16
    That's what I thought too. But it looked somewhat similar to my level in the preview window of the mesh editor when the brightening issue occurs. That's what led me to think something is carrying over to it. How does a mesh retain such a blobby shadow in it? or is it not entirely a shadow, but a discoloration or a lack of alpha=1 part of the material so is merely not lit in those blobby / splotchy lines areas?

    Comment


      #17
      Originally posted by preston42382 View Post
      Are you both utilizing Light Propagation Volume at all? It has problems with self-shadowing and back in version 4.20 cannot be confused with Lightmass GI because it is somehow not compatible by being dynamic GI. It looks like a bad mixture of lighting techniques producing the splotches and blobs. I'm having a similar issue when I first open new projects too, and start modifying a few settings.

      Not using LPV as I'd read from Tim Sweeney ,or somebody that LPV weren't being maintained so no. I have a fairly large 2x2 world comp world so as I recall LPV don't work out well there, dueto size compilation time and ssd space needed ?I'm not sure my current rig would be up to build anyway. Its holding well,but light builds with this project in doubt

      On turning off distance fields, didn't help sorry.

      TY everyone for being here helping means a lot.
      Solo but Seismic - feel free to apply
      https://neighborlee1.wixsite.com/theheartseed

      Comment


        #18
        Originally posted by preston42382 View Post
        That's what I thought too. But it looked somewhat similar to my level in the preview window of the mesh editor when the brightening issue occurs. That's what led me to think something is carrying over to it. How does a mesh retain such a blobby shadow in it? or is it not entirely a shadow, but a discoloration or a lack of alpha=1 part of the material so is merely not lit in those blobby / splotchy lines areas?
        Your blob on mesh looks VERY much like in my 4.23 project where the out of box 3rd person char. has weird similar spots as well, as well funnily I guess, the very top of head a black spot. I also get green and blue areas on torso and shin area, and I've removed meshes that have that similar colored material, burnished steel but doing so makes no difference, all which I think I posted PIC showing that, if not:

        Click image for larger version  Name:	4.23_weirdLOOKING_nodes_TerrainMat_smaller.png Views:	0 Size:	374.3 KB ID:	1708327
        Last edited by neighborlee; 01-14-2020, 02:19 PM.
        Solo but Seismic - feel free to apply
        https://neighborlee1.wixsite.com/theheartseed

        Comment


          #19
          Have you not aligned those terrain textures to world? They're stretching hugely, and they look a bit desaturated, though I'm not sure if that's intentional.

          I'm on an Intel 5500U (5th generation) 2.4 GHz quad core laptop, with 6 GB RAM, and the graphics card is integrated, not a dedicated NVidia or AMD. The screen resolution max is 1366 x 768 too, so short of full HD (1920 x 1080p), and I don't have a problem using an LPV as far as memory and processing. I fixed a shadowing issue using it by changing settings in accordance with the docs' suggestions about what can cause leaks / bad shadowing. If you have a faster rig with more memory than I have, then I don't understand how an LPV or a few would really harm the overall performance. Most of the stuff that's said to affect memory and processing time drastically does so at small levels (say in the single MBs), and is not stuff that is in great numbers or humongous scales/sizes. So in terms of iteration and what's being processed and utilized in memory on screen, within the current screen space, most things shouldn't slow down the rendering of graphics and level detail. That's especially for hardware such as 2080ti or 2080, and more current AMD video cards.

          Have you seen demos of CryEngine ray tracing? They measure different graphics cards at different "scalability" settings such as Very High, Ultra High, and Cinematic, and each graphics card outperforms several others at a certain scalability setting. It's interesting because those card makers are the primary two there are, other than Intel and perhaps a few others that are semi well known.

          Simply because LPVs aren't maintained doesn't mean they aren't going to work at all in a project, or be too buggy, and they're really effective at changing lighting and shadowing to get particular results in localized areas of a level. The one volume I don't see working well so far is the lightmass portal. It seems like it requires just the right setup to get it working right, and not contributing problems to interior scenes. However, I know a range of these features are rather new, and probably have not gotten the testing they require to diminish and thresh out the bugs / errors / incompatibilities. It's not a wonder that most of the documentation has only made it to 4.20 at the latest in terms of version applicability. But in reading the version release notes of 4.23 and 4.24, not even in their entirety, there's a plenitude of bugs getting fixed and new sub-features and tweaks being added. The docs are vastly behind the most current versions of UE, so it's surprising much of the information in them remains pertinent.
          Last edited by presto423; 01-14-2020, 01:02 PM.

          Comment


            #20
            I can't align them to world, if its what I think you're referring to, as once I do I can't make any changes to terrain , is that still the case I wonder ( as UE4 warns user of that) I assume you're referring mostly to the vertical stretching.

            I've seen Cry Engine demo on RT'ing but I'm not familiar with the stats you state , but then I saw it months and since many things have occured.
            Well, I have an i5-3570 Gtx 950 2gb and 8gb of slow ddr3-1333,,ya OLD but so far overall I can't complain, but building light as for many users, is another thing entirely.
            My world comp world isn't huge per se but very complex. I have to fix a few static meshes first then I can try again.

            I could have swore someone, Tim, not sure atm, said LPVs wouldn't work well for world comp worlds, but I'll try to verify.

            I did have once a LPV in world but lighting was taking forever so maybe as above I can revisit that.

            Ya indeed,4.23 is a mess, and maybe my blotches are part of fixes in process I can HOPE ,assuming its not on my end and given 4.24.1 works fine on same world with same lighting components so, I'm rather sure its not me, but np either way.

            Yes major, the docs are behind in many areas ,here for one: https://docs.unrealengine.com/en-US/...als/index.html , as many are 4.9 o_0
            Solo but Seismic - feel free to apply
            https://neighborlee1.wixsite.com/theheartseed

            Comment


              #21
              Originally posted by preston42382 View Post
              Are you both utilizing Light Propagation Volume at all? It has problems with self-shadowing and back in version 4.20 cannot be confused with Lightmass GI because it is somehow not compatible by being dynamic GI. It looks like a bad mixture of lighting techniques producing the splotches and blobs. I'm having a similar issue when I first open new projects too, and start modifying a few settings.
              Not me, but wondering if I should to fix issue , easy to try, I had eased off using it as I saw therad indiating its not being maintained anywhere &/or might not be a good idea for world comp worlds, but worth a try, maybe they were incorrect ;0-

              Solo but Seismic - feel free to apply
              https://neighborlee1.wixsite.com/theheartseed

              Comment


                #22
                I've found numerous cases of incorrect or misleading information in the threads and docs. It can be easily visualized, though not sure how to use that. One of its intended functions is to enhance volumetric fog and other kinds of lighting-dependent effects, which might include a terrain issue. It's really an addition to dynamic occlusion and indirect lighting, so I was thinking it could be useful for correcting and improving different things. However, I haven't figured out how to set it to a specific position yet in the template level. When I visualize the volume for it (a purple box and stats), it follows the camera everywhere while maintaining its set size. I was still able to use it to get rid of shadow leaks through the floor.

                Comment


                  #23
                  Originally posted by presto423 View Post
                  I've found numerous cases of incorrect or misleading information in the threads and docs. It can be easily visualized, though not sure how to use that. One of its intended functions is to enhance volumetric fog and other kinds of lighting-dependent effects, which might include a terrain issue. It's really an addition to dynamic occlusion and indirect lighting, so I was thinking it could be useful for correcting and improving different things. However, I haven't figured out how to set it to a specific position yet in the template level. When I visualize the volume for it (a purple box and stats), it follows the camera everywhere while maintaining its set size. I was still able to use it to get rid of shadow leaks through the floor.
                  I got rid of this problem by turning off mesh distance fields. It occurs with MDF and dynamic skylight...

                  Comment


                    #24
                    I"m finding lighting to be necessary ofc, but a horrendous nightmare,,,having to turn shadows OFF, using the new sun and sky just to STOP the horrible sphere of shadow that follows player everywhere..is there truly no other option ? Do I have settings somewhere else wrong causing this ? I've tried everything I can see inside sun and sky inheritance and nothing but clicking off on 'cast shadows' is working..OH the irony. From a certain perspective these are my blobs o_0
                    Solo but Seismic - feel free to apply
                    https://neighborlee1.wixsite.com/theheartseed

                    Comment


                      #25
                      Its totaly DFAO.

                      Comment


                        #26
                        Originally posted by Bits360 View Post
                        Its totaly DFAO.
                        Sorry for delay just getting some timehere,so Is there something under project setting, if so I'm not seeing it, but ya it IS under DFAO in skylight , tho I'm using Sky & Sun , is it done diffrently there? Anyway you can't seem to get rid of it completely , just set to 0.0, but min or multiply still shows up.
                        Solo but Seismic - feel free to apply
                        https://neighborlee1.wixsite.com/theheartseed

                        Comment


                          #27
                          Originally posted by 3darchstuffs


                          Photorealistic Interior in Unreal Engine Complete tutorial series Step by Step
                          Really relevant...

                          Comment


                            #28
                            Originally posted by neighborlee View Post

                            Sorry for delay just getting some timehere,so Is there something under project setting, if so I'm not seeing it, but ya it IS under DFAO in skylight , tho I'm using Sky & Sun , is it done diffrently there? Anyway you can't seem to get rid of it completely , just set to 0.0, but min or multiply still shows up.
                            Sorry for being late, had not checked forums in awhile, you can either use r.DistanceFieldAO 0 as an .ini or remove distance field generation.

                            Comment

                            Working...
                            X