Hi
I get these weird shadow blobs popping up around the mesh, they must be caused by the Ultra Dynamic Sky sunlight/rays, but I’ve played around with all the light values of the plugin as well as the camera/post process vol and couldn’t influence them in any way, they kept remaining unchanged.
Any ideas?
Maybe this could be related to the computed Signed Distance Fields that are not precise enough ?
Try to change “Distance Field Voxel Density” in the project settings, and see what is happening.
I just noticed it’s caused by the plugin’s skylight intensity. If I turn that to 0 it disappears. Quite bad though, since I kinda need the skylight:(
Perhaps it’s a byproduct of TSR reconstruction? Try turning off TSR temporarily and see if it persists.
If it was on 2 surfaces I would guess it might also be screen space ambient occlusion but I think the sky doesn’t take it into account.
Thanks for the input, tried it but nothing changed
Other possible things to look at: a LOD issue ? Materials with World Position Offset changing the geometry ?
Does the problem happen with block geometry (a simple cube for example) ?
Found out now that it’s the volumetric fog causing it, in combination with the skylight. I tried to switch the volumetric fog values like this:
r.VolumetricFog.GridPixelSize 3
r.VolumetricFog.GridSizeZ 128
but it didn’t improve anything or bring any visible change… really weird.