Hi, i’m new to Unreal Engine (so probably noob question…) and want to use it for archviz
The idea is to make a sphere Panorama (360°) of a room using the BP_capture.
But the BP_Capture only works with baked lights, not RTX… so I have to bake lights
The problem is that I’m getting strange shadow artefacts on the curtains and walls of the room
I keep seeing this problem of pixelated areas in indoor scenes, and curtains that appear to be blurred and shading is noticeably off. Did you try adjusting Shadow Slope Bias and enabling “Transmission”? What are the RT settings in the post process volume?
Is there no skylight in the scene? It could be an issue with the texture atlas(es) for those areas? Did modifying Shadow / Slope Bias result in any change (obviously not correcting it)?
Check to see if the spotlights / point lights are over 4 overlapping. I would offer to check the project via downloading it, but I’m experiencing a major issue with Unreal Engine currently that is too much to do so.
Yeah, I’ve seen it a ton in the forum, especially Rendering and Archviz, but also AnswerHub. It’s occurred for the past several months now, at least. I’ve seen it happened years earlier, but not sure if it’s all the same general cause or multiple different causes. I’ve only encountered it one time, particularly the pixelated squares on opaque surfaces. I’ve even seen a few people get rid of it, but I don’t recall which posts those were exactly or how it was solved. I need to check my previous replies and threads I accessed, of which there’s a ton.
I have foliage around my house and the problem occurs when you have not disabled the “Cast Shadow” option from the “FoliageInstancedStaticMeshComponent” on your foliage mesh/object. So wherever you paint your foliage on, go to each individual “FoliageInstancedStaticMeshComponent” and disable “Cast Shadow” option in the Lightmass Settings panel.