Horizontal Lines in Light Cast

Been playing around with Lighting a bit. Keep noticing these lines. Anyone see this before and know why it is there?

Adjust the shadow bias setting of your light

Oh right, that makes sense. I keep forgetting about those arrows for the advanced settings. Thanks. :slight_smile:

Oops spoke to soon. That is not it. I thought this was making sense but no. Typically you want to adjust the shadow bias to increase shadow accuracy. This usually is evident in spilling of light around the base of an object that is blocking light… So increasing the shadow bias gets rid of the lines but the shadow becomes less accurate as evidenced in the attached image with a light leak. Usually you want the Shadow Bias lower for more accuracy and this causes the lines.

This is covered in our Wiki Lighting Troubleshooting guide (Linked in my Signature below) under Dynamic Lighting. You’ll more than likely just need to fiddle with the CSM settings, not the shadow bias or filter sharpen.

Thank you for the link Tim. From my tests I can not find the sweet spot that works dynamically. Everything shown in the guide is true however those are still images. So with a moving camera even though I can mostly seem to get rid of the bleed and/or the striations, I can never eliminate both with the camera moving. I am new to this so, granted, taken into account. But it seems like it is not quite there yet. Is this something that is being improved on? For my situation I really need dynamic shadows that work on a distance light similar to the situation in my images. I need to have characters moving in front of those lights and other dynamic objects for a cinematic not necessarily a game. Thanks.

Cascaded Shadows over larger distances will not work well by themselves. This is typically why a combination of Static and Dynamic lighting are used. The baked lighting from the static part of a stationary light will minimize light leaking like this. While the lighting guide does only have static images, it meant mostly as a demonstration of the settings. Finding the right balance is key here and adjusting those settings can help in some, but not all situations.

In 4.8 there will be the option to tag objects with Far Cascaded Shadow Maps. This is a per object basis, and I wouldn’t recommend tagging everything with this option.

You may also want to look into Distance Field Soft Shadows to use in combination with CSMs.

I’ve also linked to the Distance Field Ambient Occlusion page because the limitations listed here will affect soft shadows as well.

Yeah I looked into those in the past, however off the bat it eliminates deforming meshes. I Usually scroll to the Limitations section off the bat… lol. Sorry I don’t have a lot of time. So I tend to eliminate things from the potential list if they do not support moving characters. True that a combination of lighting effects are ideal. But at the end of the day you have to still have a light that casts onto a character in a dramatic way through a portal or opening that matches the baked solution. Baking is OK for the BG but I can do that already in an eternal program along with baking AO and so on and get much more controllable results for my uses. So it is not like I am eliminating that from the workflow. It is simple. For those of us coming over to use UE4 as a tool for cinematic we need working dynamic shadows. We need import of cache files for dynamics not Apex or other real time solutions. So, this is why I think you find more people gravitating towards CE for this work. The hell that it is to understand how to use it… lol becomes worth it I guess. Kinda like Zbrush. So far I have been trying to keep an open mind and explore UE but I keep hitting these roadblocks. For my uses. I don’t see any Unreal examples that show me dramatic dynamic shadows. I’d like to see this working. As it is now I don’t see it. You are welcome to prove me wrong with a working example and I will humbly concede. :slight_smile: