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    [VIVE] Shadow quality with varying distance

    Hello,

    Stuck on a detail: How do I avoid shadows jumping from fairly sharp and accurate to more fuzzy as I move away from the casting object in VR Preview?

    Background: I'd like to get some realistic looking shadows being cast from some balcony doors which have a slim lattice framework between the glass panes (see screenshot).
    Click image for larger version

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    For the most part I am happy with what I achieved so far, only when I move further away from the objects in VR the shadows become more and more fuzzy. How can I avoid this effect?

    I have looked through the 'VR best practices'

    https://docs.unrealengine.com/latest...tup/index.html

    and applied the suggested dynamic directional light and cascaded shadow maps approach, which helps with the general performance but leaves me with that shadow problem. I tried various settings which I thought might make a difference, but as I said, no luck and I am stuck.

    Thanks, guys!

    #2
    I figured out the controls to drive this. It's so easy when you know which buttons to press but so hard when you don't.

    It's all just a matter of setting the Distance Field Shadows and Cascaded Shadow Maps right:

    https://docs.unrealengine.com/latest...ieldShadowing/
    https://docs.unrealengine.com/latest...s/Directional/

    HOWEVER: My initial aim of getting realistic shadows from those doors is still there. In order to get good, sharp shadows I understand that I need to use dynamic lighting. This in turn is very expensive in VR and will cause a drop in the frame rate or lost frames. So in order to have a smooth performance as far as I understand, at this stage I can not expect to have sharp, detailed shadows.

    In case anyone has got knowledge of how this can be achieved after all I'd be very happy to hear about it.

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