I’d like to get realistic per-pixel lighting on smoke.
I loaded the “Effects” level from “Content Examples”, and made some changes to sample 1.8:
On the spotlight, I activated translucent lighting and translucent shadows.
I changed the material to Translucent and “Surface ForwardShading”. I also activated Screen-Space Reflections on the particle material (because the doc says that’s important when using translucency).
Now, I experience two problems:
Problem 1: Shading is view-dependent
When I change the viewing angle (without changing the camera position), the illumination on the smoke cloud changes completely.
It looks as if the illumination is calculated in screen space.
How can I fix that, and get consistent shading no matter the viewing angle?
Video of the problem: [video]view dependent - YouTube
My scene setup:
Problem 2: Particles don’t receive shadows
When I add a small pole, then it casts shadows on the ground perfectly, but the particles remain unaffected from the shadow.
I am thankful for any advice. Shadow, texture and effects quality is set to “Epic” and I’m running on DX11.