Hey everybody,
I have a scene with volumetric lights that glitches when the camera is moving forward.
Looking online, I found a few solutions that don’t work fully:
1- Enabling “Distance Field Shadows” in the lights - results in a totally different look without volumetric shadows.
2- Disabling “Affect Distance Field Lighting” in the mesh - shadows look very different, glitches almost stop but not completely
is there a new workaround for this?
I set the GI to Screenspace then to Lumen, no difference.
Thanks in advance.
Here’s an example of the original glitch:
Thanks a lot
Hi,
Did you try to actually enable the distance field shadow on your light, and to raise the distance field resolution in your static meshes ?
Distance field doesn’t react super great sometimes and you need to see what it render. To do so you can visualize your distance field in the View tab in Visualize.
When activating distance field shadows, I get no shadows at all:
vs. with distance shadows off:
not sure what I’m doing wrong.
Is your light have Affect Distance Field turned on ?
Have you enabled Lumen in the project Setting ? (https://docs.unrealengine.com/5.0/en-US/lumen-global-illumination-and-reflections-in-unreal-engine/)
Do you have a graphic card that support Raytracing ?
I tried re-doing everything via the Lumen guide, with the distance affect values,
I’m getting a cute look but without volumetric rays and without floor shadows:
also seems like it’s slowing down the scene by a lot,
I’m working with RTX 2080 Ti
what can cause this?
Can it be related to instancing? I’m creating the trees vs. construction script & add instances, maybe that is related?
Not sure, I don’t think it affect the shadow casting. I believe that you need to tweak your volumetric influence in your light as well. There is a lot of combination to play with in order to get a good result with the fog and the volumetric scattering. The effect is hard to get right but from my experience, playing with those settings bring better result everytime
Also, I don’t know you and I don’t want to assume anything but it might help to build a scene in daylight, then making it darker. It help correcting issue that you wouldn’t see otherwise. If it works in daylight, it will work for night light.
This video might help you as well: https://www.youtube.com/watch?v=1LfiYtKDsac
I did another test:
1- disable volumetric shadows
2- disable the fog
still getting the glitches
so I don’t think it’s volumetric-related
Thank you so much for the video though I’ll dig into that
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I just recorded a better view of the glitch, seems like it’s either the trees themselves (MegaScans) or the lights?
so strange!
Figured it out!
It’s related to the GlobalFoliageActor that comes with the Tree pack,
somehow having it in the blueprint creates those flickers, so for now I’ll have to ditch it.
Thank you all!