object displacement shadows

Started by KyL, May 27, 2016, 08:17:50 PM

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KyL

Hey folks,

I am having an issue with object displacement (RTO off).
Scrolling through some old thread I learned some tips and tricks but couldn't get an answer to my issue. First let's start with a picture.
[attach=1]

Here the edges of the objects are exploding because there is not offset in the displacement, so everything is displaced upwards. This is a normal behavior.

However when I change my displacement to have a correct offset and fix this issue, this happens:
[attach=2]

The edges are correct, but now something is definitly wrong with the shadows. I tried to see if I could change the shadow bias of something related to the displacement bounds but I couldn't fix it.

The object is correct, vertices, normals, more faces at the edges.... everything looks good. I assume this is normal behavior caused by some limitation in the displacement of imported meshes, as I could remember from reading old threads, but maybe there is a workaround?

Here is the object if anybody wants to take a look
[attach=3]


Cheers!



Oshyan

How *much* are you displacing? Remember displacement is measured in *meters*.

- Oshyan

KyL

I depends on the texture, but I am displacing with a value that makes sense in real life. For this one I am displacing at 0.08, so 8cm. The offset is -0.04 so I have the middle point of my displacement map at the level of the undisplaced surface.

Oshyan

And how big is the object?

- Oshyan

KyL

A bit more than 2m tall, you can check the .tgo I joined in the first post!

Matt

It's the same problem as in this thread:

http://www.planetside.co.uk/forums/index.php/topic,20213.msg200683.html#msg200683

It goes dark with negative displacement because the shadows are cast from the non-displaced object. This is because the ray tracer (which is used for shadows) doesn't support displacement on imported objects yet. It requires a big change to the renderer to support this, but it is on the roadmap for the future.

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

KyL

#6
Ok that's what I thought.
So even with RTO off, shadows are still raytraced. Good to know. I can imagine why this limitation is not trivial to remove...

Thanks for the link and the help Matt!