Multiple images, different shadows

Started by freezurbern, July 23, 2014, 07:11:27 PM

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freezurbern

Hello, I'm trying to make a skybox (six images on the interior of a box to show an entire world) for a video game, and have hit a snag. I've done these before but I have never had the issue below. When I render the camera views, the image with the sunlight in it has a darker shadow than the other images and causes a very visible line. Perhaps the image would explain better:
[attach=1]
I feel like Terragen 3 is doing something different in the sun image and I'm missing a setting somewhere. Do you know how to fix this?

Oshyan

This is either due to not using GI caching, or needing to use GI/Ray Detail Region Padding (Advanced tab in the renderer). I would try GI caching first, if you're not already using it. The correct approach is to calculate separate GI caches for all 6 views, then use "equal blend within range" with a frame value of 6 to render *all* frames. Here's documentation on GI Caching:
http://www.planetside.co.uk/wiki/index.php?title=Terragen_2_Global_Illumination#Rendering_with_GI_cache_files

If you are using the free version and don't have access to GI Caching, then try increasing GI Prepass Padding, start with 0.5 and see if it helps, then 1. If no difference, then try Ray Detail Region Padding, again starting with 0.5, then 1.

- Oshyan

Matt

Since you're rendering a 360-degree scene and you want the shadows to be the same in all renders, there's a new mode in Terragen 3.1 that can solve this problem. On the renderer's Advanced tab, change the "Ray detail region" to "360 degree detail (highest)".

From the 3.1 change log:

Quote"Ray detail region" has 2 new modes to choose from called "360 degree detail (optimal)" and "360 degree detail (highest)". With "360 degree detail (highest)", the subdivision detail of ray traced displacements is uniform in all directions around the camera position, even behind the camera. "360 degree detail (optimal)" is similar except that detail is reduced by a factor of 3 behind the camera, with a smooth transition from front to back. In both of these modes "ray detail region padding" has no effect. They do not work with orthographic cameras. With perspective cameras they should help to avoid popping shadows and other ray traced displacement artifacts originating from outside the camera's field of view. However, beware that this will increase render times greatly so if there are any ray traced reflections appearing on objects with high curvature or displacement.

Oshyan's advice about GI cache files will also be useful to keep the general lightness of the shadows the same in each image.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

freezurbern

I combined all of those tips, and it worked! Yay! Thank you.

bobbystahr

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