#definitely something with the mesh

1 messages · Page 1 of 1 (latest)

velvet sonnet
#

so this is not the problem?

graceful grove
#

something about the mesh is causing that to happen

velvet sonnet
#

What does "well" look like in this case

graceful grove
#

with the mesh render disabled:

velvet sonnet
#

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

graceful grove
#

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

velvet sonnet
#

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)

graceful grove
#

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

velvet sonnet
#

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

graceful grove
#

🤷 we're both more the wiser now so you don't waste as much time next time

velvet sonnet
# graceful grove 🤷 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