hectavex
(hectavex)
February 10, 2023, 8:08pm
8
Having programmed graphics engines from scratch, I stand by my assumption that this is a bug in Unreal which should be fixed, and while it may be related to shadow acne (related to shadow maps) or manifest in the same ugly way, it’s not the same issue as “shadow acne” IMO.
Here are a few other threads which might be related to this issue and appear to be showing a similar problem:
I have same issue with landscape that i’ve created in World Machine.
4036x4036 resolution, 62x62 segments
[70087-2.png]
Yea i mean “shadow map method - Virtual shadown maps(beta)” but i didnt have the engine open to look it up :-D. Yea smoothing helps but then again i dont want to smooth away all the nice details i worked to get from world creation. I sadly feel like the virtual shadow maps are far from production ready so ill stick with the old shadow till i read patchnotes for it
Not sure if you still have this problem but I may have a fix for anyone still struggling with it.
If you have a post process volume in your scene, change the Exposure Metering Mode to ‘Auto Exposure Histogram’. Then change the Exposure Compensation to suit.
The first feature I tested in UE4 is the dynamic lighting, as that was the weakest point of UE3 for me.
I was glad to see that the white lines following the player arround have gone for good. However this wasn’t the case for the shadow acne. With a standart directional ligth moveable and a landscape the shadows still look like this:
[ue4landscapeacne.jpg]
I turned OFF the bUsePrecomputedShadows setting in UE3 on static meshes to drastically reduce the shadow acne which makes them looks like …