Hi,
>> I’ve tried increasing the TracingMaxDistance value to max and it still didn’t draw clouds at the issue area above nor did it resolve the issue. The shadow artifacts are unaffected by altering this value.
Indeed, I meant that the cloud shadows on the atmosphere seem to be drawn independently from the clouds.
>> I do see the god rays but this seems to be a completely different issue. The “shadow rays” do not emanate from the sun but do seem to get worse when the sun is close to the horizon line as if the shadows are getting cast from below the clouds and into the sky.
That’s strange, to me these rays do seem to come from the sun, like in the image below. I’ve set the Tracing Max Distance on the VolumetricCloud to 0.0 to hide the clouds and Trace Sample Count Scale on the SkyAtmosphere to 8 which seems to increase the resolution of the shadows. Admittedly, these rays do seem to converge to a point at the horizon on the opposite side of the sun, which looks a bit weird.
[Image Removed]
>> Is there a render target somewhere that I can use to inspect the resulting shadow map generation?
I’ve tried searching with the “vis” console command (which lists all the available debug views), the closest I could find were Cloud.ShadowTexture0 and Cloud.ShadowTexture2, both of which don’t seem to show the cloud shadows on the atmosphere. The “dumpgpu” console command, while easier to inspect, also didn’t provide much additional info.
>> From what I can tell the local references are calculated correctly for sampling the shadow map for the clouds.
I’m not entirely sure what you mean with local references. Could you elaborate please?
>> Also, if you look at the first image posted I believe the shadow artifacts might just be misaligned with the clouds as they seem to mimic the overall cloud pattern and density but don’t line up correctly with the rendered clouds themselves. It is as if they are rotated or translated incorrectly.
You may be right. I have spent some time with the repro scene trying to see if the position and shape of the cloud shadows match up with those of the clouds, but it’s hard to tell. It’s probably easier to debug these cloud shadows by creating simple disk shaped clouds (like in step 4 of this tutorial).
Thanks,
Sam