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Shadows create artifacts in Godot 3.0 #12148
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Did you adjust bias?
…On Oct 16, 2017 9:07 AM, "kakoeimon" ***@***.***> wrote:
*Operating system or device, Godot version, GPU Model and driver (if
graphics related):*
Manjaro 17.0.5
Godot 3.0 Master Build
NVidia GT540M, driver 384.90
*Issue description:*
Small cubes from OmniLight shadow.
[image: screenshot_2017-10-16_15-04-11]
<https://user-images.githubusercontent.com/13662414/31611088-594a1564-b283-11e7-9bd6-c2d078bb2e68.png>
*Steps to reproduce:*
Just create an Omni Light above a "floor" and anable shadow.
*Link to minimal example project:*
shadows.zip
<https://github.com/godotengine/godot/files/1387324/shadows.zip>
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@reduz no. |
@volzhs yes I know this, but in closed doors room you get the shadow to far from the wall. |
then you can use "Contact" for it. not sure... |
I post here the problem in a particular state where bias creates an obvious problem. Bias 0.15 an acceptable small gap from object to shadows but artifacts in the flat area. Bias to 0.6 (requared in this case) no artifacts but big gap between the caster and the shadow gives to me the illusion that the caster is flying, I think @volzhs and @reduz will agree. And contact seems just unusable... Look at the shadows produced by it. @Noshyaar added the tag bug to this, but I think that this is not a bug. After some searching over the internet I believe that @reduz implemented this cube shadows rightly. I have no idea how this can be adressed, but right now I can not find any acceptable shadows. |
contact value seems too small to cover bias. edit : oh, there is some glitch on mouse pointer. i see. |
@volzhs Yes. This glitch is active even by putting the geometry to Cast Shadows off. I turned the mesh geometry to Cast Shadows Off and Contact to 0.01 cause to show that the problem always exists. |
First of all thank you for your report and sorry for the delay. We released Godot 3.0 in January 2018 after 18 months of work, fixing many old issues either directly, or by obsoleting/replacing the features they were referring to. We still have hundreds of issues whose relevance/reproducibility needs to be checked against the current stable version, and that's where you can help us. For bug reports, please also make sure that the issue contains detailed steps to reproduce the bug and, if possible, a zipped project that can be used to reproduce it right away. This greatly speeds up debugging and bugfixing tasks for our contributors. Our Bugsquad will review this issue more in-depth in 15 days, and potentially close it if its relevance could not be confirmed. Thanks in advance. Note: This message is being copy-pasted to many "stale" issues (90+ days without activity). It might happen that it is not meaningful for this specific issue or appears oblivious of the issue's context, if so please comment to notify the Bugsquad about it. |
Also, if it still happens, please see if the fixes mentioned in #16520 help. |
I've managed to make shadows look great in both large and small/detailed scenes using directional and non-directional lights. As far as I can tell most people are having problems because they aren't experimenting to find what works. This is obviously the case when they show screenshots of ultra-simple scenes, because those are a piece of cake to get looking right. However, I will admit that there are better default settings that should be in place for those who are less inclined to make sense of the tool they're trying to use. The reality is that fine-tuning the shadows is a game of musical artifacts and balancing it to where you minimize all of them as much as possible. Results that are of nearly the same quality as UE4/Unity can be achieved using Godot because it pretty much just uses the same state-of-the-art algorithms and techniques that everybody uses in their engines - it just doesn't have them auto-tuned for you. I do imagine though that UE4/Unity use some kind of hybrid combination of shadow mapping and baked lighting - where the baked lighting is calculated at a much higher resolution to mitigate all of the artifacting problems, and shadow mapping is only used for dynamic objects to contribute their shadows to the baked lightmaps. If your scene is just too complex and varied to be able to hide all of the artifacting sufficiently there's always baked lighting. If you want to see what the best results are that you can achieve with shadow mapping then here's a little guide on tuning the shadows: Setup: Backside Shadow Casting Method: Conventional Shadow Casting Method: I don't know if this guide is better posted somewheres else, I figure people keep coming here to complain about it so there may as well be something for them to find if they can be bothered to search the issue tracker - which they likely aren't if they won't put the effort into figuring out how to use shadowmapping! I only say as much because it seems like there's multiple issues opened about the shadowmaps being severely broken, doh! |
@DEF7 wow, that's documentation material right there. |
That reminds me of #13575 (comment) (wider aspect ratios resulting in worse shadow quality). |
Operating system or device, Godot version, GPU Model and driver (if graphics related):
Manjaro 17.0.5
Godot 3.0 Master Build
NVidia GT540M, driver 384.90
Issue description:
Small cubes from OmniLight shadow.
Steps to reproduce:
Just create an Omni Light above a "floor" and anable shadow.
Link to minimal example project:
shadows.zip
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