reepblue Posted March 10, 2015 Share Posted March 10, 2015 Hey guys, I'm currently thinking about porting my Source project over to Leadwerks, so I started to port assets over and make test scenes and scripts to see if the gameplay concept would work. I started off making a test scene and I noticed that when I put a spotlight in, I got this gross effect on my floors and ceilings. I tried setting the light quaIity to high, although it's less apperent, the spotlight line effect is still there. I can also hide the effect by toning the brightness, but I think that it can be a design barrier down the road. If you set the spotlight's "Cast Shadows" to none, the effect vanishes, along with my shadows. Is there a better trick to avoid this issue, or is this a render bug. If not, then why is this happening? I'm running on a GTX 750ti if that helps, and can supply more information/files if needed. I was not sure if this is a bug in the engine, or it's just something you have to watch out for like Face Clipping. Thanks. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted March 10, 2015 Share Posted March 10, 2015 This is just a consequences of shadow maps. It happens in every game with real-time lighting: You can reduce the artifact by increasing the light quality, moving the light away from the wall, and adjusting the shadow map range parameters. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted March 10, 2015 Author Share Posted March 10, 2015 Ok, thank you for clearing this up. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Olby Posted March 11, 2015 Share Posted March 11, 2015 I thought the article you pulled the image from explains how to deal with such issues, no? http://http.developer.nvidia.com/GPUGems3/gpugems3_ch08.html Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
YouGroove Posted March 11, 2015 Share Posted March 11, 2015 I thought the article you pulled the image from explains how to deal with such issues, no? We must ask Josh to implement variance shadow maps from gpuGems3 then Quote Stop toying and make games Link to comment Share on other sites More sharing options...
gamecreator Posted March 11, 2015 Share Posted March 11, 2015 It would be nice to not have to deal with issues like this. Edit: I didn't try lighting quality as shadmar suggests below so maybe that would help. Quote Link to comment Share on other sites More sharing options...
shadmar Posted March 11, 2015 Share Posted March 11, 2015 @reepblue Sett LightningQuality to 2 in the App.lua will help, if not you can try adding this to your pointlight as a script. self.entity:SetShadowOffset(0,.95,0) --.98 is default offset. But you will get skewed shadow the lesser number you put in, but shadow ackne will be reduced. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
nick.ace Posted March 11, 2015 Share Posted March 11, 2015 It would be nice to not have to deal with issues like this. Edit: I didn't try lighting quality as shadmar suggests below so maybe that would help. Are you sure those are shadows? They look like messed up normals (because of the hard edges and triangles), but I could be wrong. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted March 11, 2015 Share Posted March 11, 2015 Good thought but pretty sure. The walls sections were copied & pasted (top, bottom and sides) so they'd either be all wrong or all right. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 15, 2015 Share Posted April 15, 2015 It would be nice to not have to deal with issues like this. Edit: I didn't try lighting quality as shadmar suggests below so maybe that would help. Your model has bad normals. Just open it in the model editor, select the Tools > Calculate Normals menu item, use the default settings, and press OK. Save the model and it will appear correctly. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted April 15, 2015 Share Posted April 15, 2015 Thanks Josh. I appreciate you taking a look at my PM. That'll teach me to dismiss something without trying it first. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.