michael.stamm Posted September 18, 2012 Posted September 18, 2012 Hi, I´m using a mesh_indirect material. The light comes from the sun. Looking at it from the lit side, everything looks fine: But from the back, shadows look kind of facetted: When I change the sun´s shodow resolution (from 1024 to 2048), the edges of the facettes only become sharper. If I increase the distribute value (from 0.1 to 1), the facettes are "gone", but the edges of all the other shadows are distorted... I get a more or less satisfacturing result, with sun´s ambient = 0.5, ditribute = 0.5 and softness = 2. But I think that the overall shadow brightness is to high. Lowering the ambient however, brings back the facetted look on the sphere. Thanks in advance for any suggestions, explainations or solutions to this.
manguste Posted September 25, 2012 Posted September 25, 2012 It seems you need to tune Bias (general one, for all surfaces) and Slope (specifically to get rid of shadow bleeding on slopes) parameters. BTW, usually in our projects we set Ambient to 0 and Distribute to 0.1 or so (but it also depends on the scale of models).
michael.stamm Posted September 25, 2012 Author Posted September 25, 2012 Thanks for your response. How can I tune Slope for particular surfaces? Or did I misunderstand you?
manguste Posted September 28, 2012 Posted September 28, 2012 Slope is basically an additional bias for all slanting surfaces (since such surfaces need higher correction values to prevent shadow bleeding). It's a common setting for a light source, not per-surface one.
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