#definitely something with the mesh
1 messages · Page 1 of 1 (latest)
something about the mesh is causing that to happen
What does "well" look like in this case
with the mesh render disabled:
So, what render pipeline is it? What type of lights are being used here and what kind of shadows?
Assume that someone stumbling into your issue has none of this information
Also, I recommend regardless to test the mesh in a new default* scene with default lighting and some default cubes
I also assume that the person that stumbles on this request would have encountered a similar issue so would be able to extrapolate possible likely causes, I'll provide specific details if they need it
otherwise Im making a detailed report which probably would be better to be ticketed as an issue on github or whatever
Now that I have some idea what I'm looking at, it would seem to be a shadow casting problem
I would poke at it by enabling shadow casting on the crates to see if they exhibit the same issue, and test with different types of light (as well as with the default scene still)
for sure
found it
spot light radius at 180 stretches all shadows to that ratio as well
here I thought it worked as a way to cast in a larger radius only
not stretch shadows as well
thanks for the suggestion
The spot light angle in shadow casting works just like field of view with cameras, so rendered pixels get distorted with high values
Also why I wish you would've started by showing relevant settings 😩
Preferably too much than too little info
🤷 we're both more the wiser now so you don't waste as much time next time
I'm glad we solved it pretty quickly!
Though you can notice I seem a bit miffed because it's a recurring thing
If the initial description is vague like "this looks bad" I can misunderstand and focus on the wrong thing because a lot of things look bad when everything's WIP
Then, although the solution passes my mind, there's half a dozen other things it could be, all dependent on type of lights and lighting, shaders and the render pipeline