What must I adjust to improve, and hopefully remove these shadow artifacts/abnormalities seen in the image? They come from dynamic point lights.
This is just one instance, there are more, even in flat surfaces.
What must I adjust to improve, and hopefully remove these shadow artifacts/abnormalities seen in the image? They come from dynamic point lights.
Hello Attepo,
In order to understand this issue I would like some more information from you.
1.) If you would link me a copy of your DxDiag?
2.) If you would provide some reproduction steps for how you created the scene in your screenshot.
I created a new project in 4.9. I then added a new blank level with no lights or geometry in the scene. I then added a cube and a cylinder as well as a point light. I changed the point light to movable/fully dynamic, changed the lighting to production, and built the scene.
I am not seeing the banding that you are seeing. After completing the two steps above please post again and I will continue to investigate this issue.
Hello, thank you for answering.
The level contains many meshes created with BSP and converted to Static Meshes, however I feel these are relevant:
The cylinder is scaled to (5;5;20), try placing this inside a room (basic hollow BSP converted to mesh with complex collision) of about 1800cm xyz;
The Point Lights surrounding it have an attenuation radius of 2000 and intensity 30000;
The world has ‘forced no precomputed lighting’ enabled;
Hopefully you can somewhat replicate it with that.
I have run across a similar issue that I believe directly correlates to the problem you are having.
Please look at this post : Point Light bad light problems lines without light - Rendering - Epic Developer Community Forums
This should give you a greater insight as to what is occurring in your project, troubleshooting guides, and documentation in case you have any further questions.
Thank you, you’ve been most helpful. Don’t know if I can give you a vote for being helpful or something, but if I did, I would.
I was not aware of Ray Traced Distance Field. I wonder about all the other cool things you can do that I do not yet know.
I’m trying the Ray Traced method and it solved those lines problem but I seem to be getting this:
Nevermind, it was the distance field resolution being too low for this particular mesh.
Consider this question solved, thank you!