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SlipperyBrick

Shadow Falloff

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I was wondering if this can be fixed without having to change or amend anything in C++

 

I've set my lighting quality to 2 but have had no change.

 

When I go a little far away from objects that are receiving shadows the shadow seems to have some sort of falloff. Here is an image to show you what I mean, you can see where my mouse cursor is the top of the wall the shadow is disappearing.

 

wGVkCbO.png

 

I am wondering if there is anything I can change in my project to stop this from happening, or if there is some values I can change to makes this effect not so prominent?

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^lol thought that comment was talking about the edge in the picture XD

 

Have you tried increasing the lighting quality even more? Is it only when you move away from the edge or when you're anywhere? Also, do you have a directional light as well?

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Haha!

 

I have increased the lighting quality in my Main.lua. When I move away from the edge it gets bigger, like its spreading and the shadow slowly disappears.

 

I have a directional light in there and a point light. I also have the ssao.lua in my post process stack. When I start to move closer to the edge the 'artifact' disappears and the shadow shows up. Its almost like some sort of LOD effect where far away the shadow doesn't render then the closer you get it shows up with good quality.

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It's probably light bleeding through the geometry as the directional light switches to a lower resolution shadow map, as it does with distance.

 

If so, the way to fix would be to increase the size of the ceiling csg tile so it overlaps the walls slightly.

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Overlapping brushes didn't seem to work. I'm not to sure whether this is Leadwerks doing some sort of shadow LOD work. I can't seem to find any other options for shadow quality. Setting the view range on lights to infinite doesn't seem to work either.

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I didn't realize the end of the hall was a wall. You have to make all of the walls have a certain amount of thickness. Overlapping walls won't fix it unless the walls themselves have thickness.

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