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ArchVisCineCam Correction Causing Flickering Shadows #3

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Bogdanlya opened this issue May 12, 2023 · 3 comments
Open

ArchVisCineCam Correction Causing Flickering Shadows #3

Bogdanlya opened this issue May 12, 2023 · 3 comments

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@Bogdanlya
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bad_archvistools

Shadows in Unreal behave buggy when using archvis tools, problem goes away when using regular camera or turning ArchvisCineCam correction strength to 0.

Light is from a directional light, no difference in stationary or moveable.

Current Version of Unreal: 5.2
There is a chance that this affects older versions of UE as well.

@Voulz
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Voulz commented May 13, 2023

Oh yeah that's not nice.
Could you send me your MRQ render settings and let me know if you have any override on a PostProcessVolume or on the ArchVisCineCamera itself? Also feel free to send me those directly to Voulz.git@gmail.com if you prefer.
Sending me the project would also be great, but I should be able to work on the issue with just the above information.

@Bogdanlya
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Hey, thanks for the quick response in regards to this issue!

Unfortunately I can't upload the project, it's for a client.

So this issue occurs even without using MRQ, but when rendering with it, it still persists. But just playing back the sequencer in the regular viewport the issue is visible. With no sequence open, and just piloting the ArchVisCam and moving around same flickering issue.

I was able to recreate the issue with a new blank map. Just adding a plane, directional light, and a Quixel Bridge megascans asset: Angel Wing Begonia. You can see in the video when i pilot archviscam and rotate the camera around (rmb) , the shadows begin to twitch around.

And piloting the regular cine cam, the shadows stay consistent.

Build: 5.2.0

5-15-2023.11-33-27.mp4

@Voulz
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Voulz commented May 16, 2023

Thanks for the video!
I tested something similar with a RTX 3070 and the shadows look nice either way, so that makes me believe that this is due to your shadow settings, even though the issue seem to be most visible while using the ArchVisCamera (I am also not touching anything relating to world/lighting/shadows in code, so I wouldn't expect it to be that different).
image

You should try tweaking the shadow settings of your dynamic light to see if that helps, also have a look at your scalability settings, and maybe try a a render with Pathtracer or with raytraced shadows to see if the issue is still present.
This link might also be helpful:
https://docs.unrealengine.com/5.0/en-US/shadowing-in-unreal-engine/

Let me know how you go with these

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