Black tree shadow

Hi there,

I’m trying to make a full dynamic scene using redwood asset.

All the foliage material are set to two side, shadow two side with a lightmap of 256.

Here is the dirty rendering i get:

http://img4.hostingpics.net/thumbs/mini_845700HighresScreenshot00000.png
http://img4.hostingpics.net/thumbs/mini_262038HighresScreenshot00001.png

reflection:
http://img4.hostingpics.net/thumbs/mini_733404HighresScreenshot00002.png
lighting:
http://img4.hostingpics.net/thumbs/mini_723452HighresScreenshot00003.png

I edit the rendering settings like this:

http://puu.sh/utVRG/c7d14bfdf4.png

Directional light:

http://puu.sh/utVX7/466976d0a5.png

Skylight:

http://puu.sh/utVZe/f32b57bcb4.png

And world settings set to Force no precomputed lighting.
Also under console.ini i activated the lightmass setting.

Here is an expected lighting / shadow result for the tree:
http://img4.hostingpics.net/thumbs/mini_437621PUBScreenshot2.jpg
http://img4.hostingpics.net/thumbs/mini_486287playerunknownsbattlegrounds.jpg

Any help would be greatly accepted.

Hi Atidote,
You should use dynamic light for foliage.
Just change the “Movability” to “Movable”. Also, you should disable baked lighting.
You can do this in the setting of the foliage.
I hope it helps :slight_smile:

you don’t have to use dynamic and movable for foliage. the engine supports static scenes even with foliage.

but you want to make a “full dynamic scene with foliage”, so depending on what you mean with that, you probably will have to make them dynamic/movable indeed

Changing the foliage to movable will not solve this, i think it’'s a material or mesh issue i supposed, it’s like the mesh don’t let the light goes through…
I got some better result by playing with the skylight and post process but the result is still really bad.

Hmmm. But if you have lots of foliage, you should use dynamic lightning. Otherwise the lightmap can be very big.

Can you post some pictures of the foliage settings and the material? :slight_smile:

Yep, any light are set to movable, i don’t have any baked because of the Force no precomputed lighting.

Here it is:


cc39f83079.png

https://puu.sh/uwR9E/4e4636fcd4.jpg

Did you really set the Mobility of the Foliage to “Movable” and unchecked “Cast shadow”? (In the first picture the first options).
Maybe your Subsurface Color is to dark. But I think it should be bright enough.
And Maybe the “CoreDarkness” of the “FuzzyshadingGrass” is to much.

You can try a basic material: Just the Diffuse texture.

Well i forgot to unchecked Cast shadow, i tried again “Movable” and unchecked “Cast shadow”, and i tried to make a simple material with diffuse & diffuse normal.

Then i got some new rendering, but there is anymore shadow on the ground as i set Cast shadow unchecked.
Also with a basic material it is still black under the branches.

Sorry for late reply.
Maybe the “light color of your world” (sorry, I cant remember the right name :D) is black.
I am at work right now so I cant show you what I mean.
I will show you a screenshot when I am home.

In the world setting you mean ?
76cd955f06caa81413048ab27b8ce6f7f4c177d2.jpeg

This is from the ue4 documentation.

I’m not using this settings as all my light are dynamic, i set the Force no precomputed lighting so i can’t build lightning.

I got some very good rendering with the GI on a small level with a cube as floor, as the floor is white the tree was looking great, not perfect but great…
Once i’m trying on a forest environement everything goes crazy…

I don"t understand why Epic don’t make by default a good rendering with shadow etc, and not black shadow…

Yeah there it is.

Can you change this, so that you can build light and then change the “Enviroment Color” to gray (Dont forget to build light after this)?

I had the same problem some months ago, but I dont now how I solved this.

Yea but with a full dynamic scene don’t you need to make it ‘dynamic’ by setting the Force no precomputed lighting to true ?

Also my scene is pretty big and the lighting build will be really long, that’s why i’m trying to not use the world settings.

When you use dynamic light for your foliage, then you do not need to build light for it.
I also work on big forrest currently. My build times are pretty fast though (i5 3570K and only some things that need static lightning).
I am not a pro, but I think you should use static light too (but it depends of the scene, if you only have Foliage then you dont need it, if you have houses or something similar then you should use static light).

Sorry for my late reply, working and working ^^…

Well as i use all dynamic why should i build then ?

Also i got a bad cpu, fx8350 black edition, my build time are so looonnnggg…

I’m only using foliage, rock etc, i’m trying to make a prehistoric scene :).

Okay then you are right. There is no need for baked light in the scene :).
To be honest, I never heard of the “Force no precomputed” light setting. Are you sure that the “Environment Color” have no effect?

As far as i understood, “Force no precomputed” is a way to force dynamic lightning.

The “Environment Color” have no effect because i can’t build the lightning, or i’m missing something.

No, I think you are right.

I have no Ideas left, sorry :/.
I will try to reproduce this when I am home.