deitty Posted September 12, 2021 Share Posted September 12, 2021 HI there how to solve this requirement? I need shadows from terrain Link to comment
silent Posted September 13, 2021 Share Posted September 13, 2021 deitty I'm afraid right now there is no such option available. If you terrain is quite small you can use meshes (or grid of meshes for bigger terrains) to imitate the terrain surface. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
romain.janil Posted September 14, 2021 Share Posted September 14, 2021 (edited) hi I confirm this might be a bit problematic for large terrains (200km*200km or more) where it will be difficult (yet possible) to have an invisible shadow caster grid of lowpoly terrain meshes.but sounds as a mater of fact at the moment necessary to avoid un-shadowed objects, buildings or vegetation in valleys at short distances... Edited September 14, 2021 by romain.janil 1 Link to comment
Amerio.Stephane Posted September 15, 2021 Share Posted September 15, 2021 Hi, I confirm this lack of landscape shadow can be problematic in some terrain cases. Especially in our location, we have a lot of cliff with trees and buildings at the top near the cliff, and their shadows appears to be isolated on the ground below. This looks odd. As a workaround, what would be the drawback of having an invisible TerrainGlobal with a very low resolution underneath the Landscape object? Landscape performance is just amazing, so we don't want to hinder this by adding a lower performing object in the scene... Thanks! Link to comment
silent Posted September 15, 2021 Share Posted September 15, 2021 A grid of low-poly meshes would be much better in terms of performance, we don't recommend to use TerrainGlobal for that task. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
romain.janil Posted September 15, 2021 Share Posted September 15, 2021 Thanks for recommendation Slient, I was also tempted to go for some invisible TerrainGlobal because it's way more convenient to produce but lowpoly meshes seem only way to keep high perfs. Link to comment
silent Posted September 15, 2021 Share Posted September 15, 2021 But if you mostly need shadows for the long distance scenarios you can use screen-space shadows instead. They should produce sufficient enough level of details for such task. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Amerio.Stephane Posted September 15, 2021 Share Posted September 15, 2021 Screenspace shadows have some drawbacks too: they don't mix good with multiple adjacent screens and/or projection blended screens Render borders can help, but it doesn't work with EasyBlend app. This could be a great improvement by the way, to also enhance bloom and other screen space effects! Also, we find that grass looks far better when screen space shadows are disabled. It would be great to have better options for SSS and grass, as it's a pity we have to disable SSS because they look nice everywhere else :) Link to comment
silent Posted September 15, 2021 Share Posted September 15, 2021 Yep, for multiple projections there is very few things we can do. We'll see if it's possible to implement border rendering for EasyBlend, since it's quite limited in features. Screen-space shadows have a lot of tweaks, so I believe there should be a way to get a good results for grass objects too, but it would for sure take some time to adjust :) How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
deitty Posted September 22, 2021 Author Share Posted September 22, 2021 the screen spaced shadow shows up error---when you rorate your camera, you can see the shadowing is changing, or small, or big Link to comment
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