Wondering if anyone can clue me in on what exactly I’m seeing in the screen shots below. Any large flat surfaces when viewed from a distance are showing some odd gradient artifact that’s based on the angle you are viewing the mesh from and distance to that mesh. When the camera is within a few meters of the mesh the artifacts are either gone, or too small to be noticed, but as soon as you zoom out a bit they become apparent.
I’m using typical settings for lightmass and post processing, stationary skylight with hdri and stationary directional light. Mobility of the affected meshes doesn’t seem to make any difference. Light is built on production settings, and the artifacts don’t show up in unlit viewing mode. Independent of material as well.
I have a feeling I’m not searching for the right thing to find out more about this, so any ideas would be appreciated.
@TorQueMoD Thanks for the tips. I didn’t see any change from messing with the cascaded shadow maps. It definitely seems mesh independent. I tried with some larger meshes from other projects that were fine and the lines show up right away.
It does seem specific to whatever is happening in the unreal studio projects. The default 4.20 product viewer template is affected by it as shown in the screenshot below. No other templates seem to have the problem. I’m going to go through the project settings to try to see what’s different. Curious for any other tips though.
Directional light (all mobility) in 4.20 with studio projects only it seems like. If you make a new map in 4.20 regular template (any template) all is fine. New 4.20 studio project, make a new level, put a landscape or anything large and flat in the level, add a directional light, zoom out and bam.
I really think it might be a studio problem at this point. I don’t see anything really different in terms of the rendering settings between a studio template and a VR template. I might cross post to the unreal studio forum to see if anyone else is seeing this… its pretty obvious so I’m surprised no one has mentioned it