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[SOLVED] shadow differences between 2.2.2 and 2.3.1


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Posted

hi,

 

i am wondering what has been changed in terms of shadowing and lights?
 

The project looks completely different in 2.3.1

The shadows are totally different.

 

in the image I turned off soft shadows for comparison reasons.

 

 

post-767-0-46044100-1474649648_thumb.jpg

Posted

Hi Werner,

 

As far as I know there were no breaking changes with lights and shadows. Maybe new inverse Z buffer is affecting on shadows quality, hard to say without a test scene (2.2.x).

 

Have you tried to reconfigure lights and shadow biases to get the identical results?

Thanks!

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Posted

Hm.

No I have not touched the scene Yet.

 

It is a finished project and I cant mess around with the aesthetic too much.

Readjusting every light is a disaster.

 

Ok. I will investigate further.

 

Thx meanwhile.

Posted

So maybe this shadow issue is caused by something different.

 

Looking at the reflections in this case.

They do apply completely different.

 

Has there been any changing re. the Environment probes??

 

Thx-

 

post-767-0-57612800-1474876669_thumb.jpg

Posted

I upload 2 scenes for comparison.

Its pretty hard to find the cause.

 

It would help a lot to find the reasons.

 

Thank you!

 

Werner

Posted

Hi Werner,

 

Thank you for the test scene. Project named 2.3.1, but actually inside has 2.3 version.

 

To enable shadows you need to enable Cast shadows option for MAT_16_velcro material. This seems to be a bug. We will try to fix it in the further updates. Also, if you will disable all post effects and run your project with OpenGL API all shadows will be rendered correctly. Maybe your custom shader needs to be updated (mesh_desaturated)?

 

Regarding transparent objects and reflections - there is no Deferred transparency anymore, so you will need to reconfigure materials. For example, you can get similar look by disabling States -> Light Passes -> Environment and emission.

 

Thanks!

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Posted

Right. 
Let me check the scene and incoporate your suggestions.

 

Thanks!

werner

Posted

Hi Werner,

 

Actually, we found the reason of such strange behavior. It seems that migration was not completely successfull. All you need to do right now is to manually patch material libraries and where you will see following XML code:

<blend src="whatever" dest="whatever"/> 

you need to add after that line:

<options transparent="2"> 

If you already have <options> tag, just add another tag inside, for example: <options depth_mask="0" two_sided="1" transparent="2">.

 

Transparent options means following:

  • transparent "0" --> opaque object
  • transparent "1" --> alpha test object
  • transparent "2" --> alpha blend material (rendered in forward pass)

We will try to fix this behavior inside DX11 renderer, so it will not try to render opaque objects with blend functions.

 

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

Hello Silent,

 

thank you very much, setting transparent="2" brought back the nice shadows.

I mirgated the project manually (The usual workflow via the update script caused some troubles, so I decided to rename the material parameters manually).

I renamed only those material parameters where I got any complains, so I missed that.

Actually it should be version 2.3.1, the log file confirms that. (I did replace the binary folder and the *.ung files from data and deleted the Caches)

 

Thank you and cheers

 Helmut

  • 2 weeks later...
Posted

Oh indeed, you are right, Silent.

I guess I have copied the wrong Editor.ung file accidently.

Thank you very much for pointing that out!

 

Cheers

 Helmut

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