Now that the team I'm on has started creating our map, we've run into this issue as well. Honestly, how is it okay for this issue to still persist? Basically, dynamically lit terrains are just gonna look awful unless you enable PCSS in 4.17 or increase shadow bias (which causes issues). Like, I'm really having trouble wrapping my head around slope bias not being a thing here. I have not made one post on these forums that was overly negative towards Epic since I've been a member here, but this is ridiculous. Epic boasts about extreme visual fidelity but then you have stuff like what Maximum-Dev and Deathrey are posting and it's just not consistent with such claims. Of course there are workarounds that have been posted, but they aren't really viable solutions. I know I'm coming across as sounding entitled, and that's not what I'm aiming to do, but this is a serious issue that needs to be addressed.
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Dynamic shadows artifacts
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Happening in Paragon as well
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It would be great to use normal offset shadows to remove/reduce acne while not introducing peter panning. Although I'm guessing the reason this hasn't been done is that it requires actual vertex normals stored and sent to the shader (i.e. g-buffer room), as deriving surface normals with partial derivatives using ddx/ddy result in the problem of edge handling not being possible.
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Is Epic working on this or are they still ignoring it? I have the exact same problems in my project and it's so immersion breaking it's horrible..
I can't even publish screenshots of the environment because of this..Last edited by spacegojira; 11-04-2017, 04:46 AM.
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I got to put my hands in several games not developed with UE and checked if this happens or not... Im still playing them... not doing my job as supposed to... but, up to now didn't find the issues in any of them... lol Im losing money here... -_-Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
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