Originally posted by Deathrey
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what we see here, the artifacts that produce faceted-looking shadows being discussed here, really look like a different problem - the problem appears based on the model's topology completely independent from the shadowmap texels
I still think we're missing something here because every other engine out there (including UE3) does not have these faceted-looking shadows we're seeing here and I don't imagine all those other engines out there (old and new) have Receiver plane depth bias implemented (UE3 doesnt for sure).
Regular shadow acne is something we've come to live with and accept, it's a known limitation and it's pretty much in every engine. but this issue here is much more perceivable and it screams bad quality all over the place
if this is indeed the same problem as the regular shadow acne it still feels wrong that it's visible in such a large area of a sphere surface, as in every other engine (including UE3) shadow acne is only really visible at the lights' grazing angles
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