rdTools

The default:

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Sorry, yes - that’s only available in UE5. Just the brightness and saturation then…

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How should the ā€œCast Shadowā€ option work for impostors? Is this behavior of the shadows expected, or is that a bug?

There seems to be exactly two different angles (opposite of each other) where the shadows look correct, but from all other angles, the shadow is jumping around a lot and not making much sense.

Another thing I noticed is that the impostor does not seem to follow the scale of the mesh at all - the impostor is always displayed as if the mesh would have a scale of 1/1/1, even if the mesh has a different scale, like how foliage is usually randomly scaled. How can that be fixed?

That’s expected I’m afraid - ImpostorBaker does the same thing - they do work in UE5, but not in UE4 - I’m wanting to look into it more. Using Shadow Distance Fields is a more optimal way of shadowing, and doesn’t have issues like that.

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I’m not getting that issue:

Are you using the ImpostorBaker plugin that comes with 4.27 or a different one?

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I’m using the default ImpostorBaker plugin that comes with 4.27.

It seems only the X-scale is working - so uniform scale works for me, but when X/Y/Z each have different scales, the impostor is rendered as if only the X scale would exist. I’m primarily only scaling the Z axis of my meshes, so 1/1/2 is rendered as 1/1/1. 2/1/1 is rendered as 2/2/2.

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I am using both regular shadows and distance field shadows, depending on the exact graphics settings. Distance field shadows do have some performance issues in some cases that regular shadows don’t have, so they are only usable sometimes.

But I also see a significant shadow issue on the impostors with distance field shadows, the self shadowing does look very incorrect, the impostor is shadowing itself when it should not do that:

No DF Shadows:
image

DF Shadows:
image

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I see what you mean - it looks like that happens for all impostors in all versions of UE - I’ll have a look and see if there’s anything I can do…

Yes, that’s normal too - you can fix that by adjusting the ā€œDistance Field Self Shadow Biasā€ setting in the static mesh - something like ā€œ800ā€ will help:

I have tried that, but it doesn’t seem to help much in this case. Here is it set to 800:

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And here set to 5000:

image

So as you see, the incorrect self-shadowing is still there, no matter how high I put that value.

I’ve been able to control it ok in 4.27 - the only thing I can think of - is that that is possibly a static mesh actor, and you have ā€œOverride Distance Field SelfShadowBiasā€ ticked:

I do not have that ticked, no. You can see in my screenshot that there is some change going from 0 to 800 to 5000, but it’s quite tiny, it mostly stays the same.

I hadn’t seen the shift - yes those trees are pretty big - what about 50.000 or something higher than 5.000?

5000, 50000 and 500000 all look identical. only between 0, 800 and 5000 I can see some tiny changes.

Which tree asset is that? I’ll test it here…

It’s a tree I created myself in SpeedTree, so it’s not available anywhere. But I assume any SpeedTree tree probably has identical behavior?

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What are the dimensions of the tree?

1131x1040x1530 according to the static mesh info

I was able to reproduce on a similar sizes megascans tree (This also affects ImpostorBaker).

One thing you can do is adjust the ā€œRay Start Offset Depth Scaleā€ in your Light Source - that affects everything though:

Also, I found this document which has some good tips on adjusting the PixelOffset, and the Ambient Occlusion settings to try and alleviate the issue: