"Light line" where objects intersect?

RenderPretenderRenderPretender Posts: 1,041
edited December 1969 in The Commons

Hello.

Periodically, when I use UE lighting, and I have two surfaces intersecting - such as where a model's feet intersect the surface on which they are standing (always seems to be a background prop) - I'll get a little sliver of light along the edges of the model and the adjoining surface, where there should be shadow. I fix it in post, but it's tedious. Anyone know what causes it and how to prevent it?

Thank you!

Comments

  • jestmartjestmart Posts: 4,449
    edited December 1969

    You need to adjust the shadow bias, usually smaller number is better.

  • RenderPretenderRenderPretender Posts: 1,041
    edited December 1969

    I'll try that, jestmart, thank you. For the image I'm working on, I can "cheat" with the camera angle, but I'll give that a try on a subsequent piece.

  • frank0314frank0314 Posts: 14,313
    edited December 1969

    Your bias should be around .1 - .5

  • RenderPretenderRenderPretender Posts: 1,041
    edited January 2015

    Well, it was already at .1, so there must be some other reason for this aberration. The issue I'm referring to can be seen on the main promo image at this link, below the model's left shoulder where it intersects the floor.

    https://www.daz3d.com/easy-shadows

    Post edited by RenderPretender on
  • SlimerJSpudSlimerJSpud Posts: 1,453
    edited December 1969

    Is Ambient Occlusion on? I think that might help. If it's already on, then I'm stumped.

  • RenderPretenderRenderPretender Posts: 1,041
    edited December 1969

    Is Ambient Occlusion on? I think that might help. If it's already on, then I'm stumped.

    I'm using occlusion with directional shadows. I think it's on by default. But I don't see a specific reference to "ambient" occlusion in the UE settings... just occlusion.

  • Rashad CarterRashad Carter Posts: 1,803
    edited December 1969

    Its usually wise to post a screen shot of your issue. It makes feedback more efficient and useful, no time wasted trying to figure out what the issue is. Best of luck.

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    Light-leakage around single planes is an issue - if possible use solid walls and floors (enclosed boxes) not simple planes.

  • RenderPretenderRenderPretender Posts: 1,041
    edited December 1969

    Its usually wise to post a screen shot of your issue. It makes feedback more efficient and useful, no time wasted trying to figure out what the issue is. Best of luck.

    I already provided a link to an example of the issue in an earlier post.

  • RenderPretenderRenderPretender Posts: 1,041
    edited December 1969

    Light-leakage around single planes is an issue - if possible use solid walls and floors (enclosed boxes) not simple planes.

    I'm using a backdrop. I wonder if enclosing the whole scene in a cube would help? Would a ceiling be needed?

  • RenderPretenderRenderPretender Posts: 1,041
    edited January 2015

    Well, I tried enclosing everything in a cube, including the UE light, but the issue persists, though to a lesser extant. It seems particularly noticeable with SickleYield's Easy Shadows for some reason. Is a primitive cube "materially different" from a textured box?

    Post edited by RenderPretender on
  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    I haven't tested this, but placing a stretched cube or even a plane close under the floor, or just behind a wall, should darken the area and possibly reduce light leakage.

  • RenderPretenderRenderPretender Posts: 1,041
    edited December 1969

    Exactly... I used a scaled cube, and got it as close to the floor as I could. It seems to have helped a little, but will still require some attention. Thank you, though.

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