rdTools

The default:

image

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Sorry, yes - thatā€™s only available in UE5. Just the brightness and saturation thenā€¦

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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?

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

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Iā€™m not getting that issue:

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

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Iā€™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. Iā€™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 donā€™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 - Iā€™ll have a look and see if thereā€™s anything I can doā€¦

Yes, thatā€™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 doesnā€™t seem to help much in this case. Here is it set to 800:

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And here set to 5000:

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

Iā€™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 itā€™s quite tiny, it mostly stays the same.

I hadnā€™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? Iā€™ll test it hereā€¦

Itā€™s a tree I created myself in SpeedTree, so itā€™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: