Thanks heartlessphil. Should I increase the resolution of the floor lightmap? What is the solution? I used static lighting and I am always having this kind of quality. Should I change to stationary? Thanks for advices!
I think in general, you can increase the shadow quality by increasing the receiver’s light map size, in this case the floor.
One thing that I really like about UE4.11 is the increased quality in lighting/lightmass system. Usually with UE4.11 a light map size of 512 is enough to eliminate the stair step shadows, sometimes even 256 size could work as good as higher size.
I would recommend to wait for the official release though. It shouldn’t be long. If everything goes well, the official UE4.11 will be released in February.
Hello Klepadlo. Great work on that scene, I love it.
I have some questions/notes, I’m still relatively new to UE4 so you’d be educating me as well. I’m a little bit detail-obsessed so bear with me haha
First pic is fantastic. you sold me for realism
For the 2nd pic, I was wondering why the book stack on the shelf doesn’t cast shadows when it’s next to the window? Is it because of the spot light on top of it? Vice versa for the rug pics, why does it cast so strong a shadow when it’s almost flat on the floor?
Now for a side note, if I were to look at these pics alone without any idea that they are rendered models and you were trying to convince me it’s real; what kills that attempt and makes me feel that something’s is off (other than what the other guys said about glasses reflections and chair shadows), is that the scene is too perfect! I would suggest not having all chairs lined up so perfectly against each other and the table - tiny rotations, shifts. Also for the wood material, 5th, 6th and last 2 images are filled with it, so the pattern is noticeable and is off; I’d suggest maybe creating material instances with some UV shifting just to create some randomness, maybe.
Like I said, I’m obsessed with little details so maybe it’s too much. Generally this is a great job!