-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
ArchVisCineCam Correction Causing Flickering Shadows #3
Comments
Oh yeah that's not nice. |
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 |
Thanks for the video! 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. Let me know how you go with these |
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.
The text was updated successfully, but these errors were encountered: