- Unreal foliage shadow distance reddit We ask that you please take a minute to read through the rules and check out the Foliage in general is a worst case scenario for this because the geometry is hard to represent with the level of resolution you get from a distance field texture, but worse than that is that Lumen currently treats masked materials as opaque and so when you actually get close enough to trace against the mesh distance field, you get overshadowing In UE4, you should use Cascaded Shadow Map up to near distance (say 5,000 cm or 50m) and then use RayTraced Distance Field Shadows from there to as far as the horizon. Or check it out in the app stores How to deal with the noise/grain in foliage shadows? Using 5. This is true for static and moving objects throughout the level. Damn, Nanite on foliage looks great, 75fps on distance and it looks impecable, too bad it looks noisy as hell, upclose it gets to 20fps and I can't use cascaded shadow map because the FPS goes to near decimals. But i think it‘s not only Nanite but virtual Shadow Maps as well that hinders Performance Realistically-sized leaves tend to just look like noise, particularly at a distance. That's why you're getting that horizontal line far away where the trees brighten up a lot. r/unrealengine Over 300. Try upping them and see what happens. Nanite Landscape Vs non Nanite? Less or at best same performance, no gains. Side notes 1: Foliage render distance can be tweaked too, but it causes certain buildings to disappear when viewed closely. Directional Light>Dynamic Shadow Distance MoveableLight = 0 Reply reply Top 1% Rank by size . RayCountLocal and r. MaxTrianglesToRender to something really high like 900,000,000 for my leaves to show up, but now I have really long render times. I just downloaded 5. Go do your lighting settings, check the virtual shadow map cache. I'm using the new Nanite foliage, and the trees keep going wild the further we are to the world origine. 0 setting within 100x100 unit square. Set Dynamic Shadow Distance MovableLight to 10000 (100m). The thing is, the shadows off the objects disappear when I’m a bit far from them, and than appear again when I’m close. 2 Grass Foliage Shadow Distance Issue upvotes In your instanced static mesh option for things like foliage and trees, there is an option called WPO Falloff; this will fade out the wind effect at X distance, 7000 is the most common WPO falloff setting but figure out your own look. TLDR: Editor Viewport vs Movie Render Queue colors (saturation, intensity) dont match. Your shadow cascades are transitioning reducing resolution as distance increases which greatly reduces the amount of contrast between the grass and the ground. Whenever you get close to the object, the shadows loose some of the graininess and Or your cull distance for the foliage is low. Wind setting doesnt seem to have any effect and playing around in the foliage settings doesnt either. That solution is interesting. ForceLOD 0” and entered them in WINDOW>Developers I've come to the conclusion that more often then not Nanite gives me a direct performance decrease. I disabled Compress Lightmaps in the World Settings also, but unfortunately my shadows continue to be blotchy, as can be seen. Hello! This can be done in the Project Settings > Rendering section. 02) and there’s somewhere around 700 trees There are no Distance Field Shadows, and the objects' shadows disappear completely when moving further away from the object. You need to modify these to suit your view distance. Set the shadows distance n far tress shouldn't cast any shadows since they are far Reddit . All foliage is static with built light. and specifically the console commands r. The skylight "DFAO" settings don't seem to change much. Eg. Change it to 0 or a bigger number. Always having shadows on as default on foliage is another bad one. Here are two images to show you how low the quality is: One. Currently running on UE4. I tried to look into instance settings and LOD settings but nothing helped. But I'm already skeptical on making a forest regarding the frame rate. 24) few days ago to make a scene for the portfolio and I don't know how to solve this. In the StaticMesh tree, I only have 1 LOD They relied heavily on contact shadows for a lot of the foliage. I can't find the fix now but it involved using the "shadow pass switch" node and then fixing the directions of the leaf cards using world position offset, somehow. Shadow artifacting aside I'm perfectly happy with the distance field's resolution, and would prefer to find a proper solution to the shadow artifacting than a work-around that comes at the cost of heavy memory usage. I fixed an earlier issue where I needed to set foliage. Thank you in advance for any suggestions. Two. Open menu Open navigation Go to Reddit Home Scalability box checked (way down the bottom of every "foliage" asset Shadowing ticked, but all shadow option unticked, assets set to static. I’ve tried to play around with the LoDs but honestly I don’t know what I’m doing there. Hi everyone, I have a problem with the foliage. r/unrealengine • Beginners, learn from Unreal Engine YouTube Channel. and I managed to get better shadows at a further distance, but at some point they still leak under the walls. Lumen needs a distance field to work, set your objects distance field resolution sacale to 1 and apply/build and save, should fix the issue. that grass might not have them set up. r Try messing around with the "source angle" on the sun settings. In the pic below you can see the desirable view of the camera with blurry and undefined shadows and the arrow is pointing to the desired shadow resolution. If everything is optimized properly, you can create scenes of foliage that are near photo realistic at 60+ fps. You can curate your shadows by distance from the players camera. Pietro_Bernardi (Pietro_Bernardi) January 18, 2018, 2:40pm 1. Shadow disappearing with distance on translucent materials? Request for Allowing Image and Video Posts in the Unreal Engine Reddit Community. Im a relative noob with Unreal but have been using C4D for years, working on a FPS game to learn the ropes. You could also add DFS on top of that so whenever CSM is Hey guys, I was wondering if there was a way to enable “far distance shadows for movable objects” for foliage (like trees far off in on a landscape). Reddit . co/Kb8cdnC. Issues with colors not matching, but also certain visual aspects like certain effects rendering brighter. If they don't match, then it means the lighting engine thinks the faces are pointed in a different direction than they are - hence the bad shadowing. If it’s a dark scene you can get away with setting large trees to rigid shadows as well. Epic did a great job assigning different LODs and I've set the density and cull distance to about as low as I'm willing to go I'm editing a game (No More Heroes 3) using cvars through the scalability settings and have a bit of an issue with shadows. I have 2500 tiles that form a 3D scan of a city in Unreal engine 5. Hello Unreal community, I’m having quite an annoying problem. UE4 is a very flexible engine which allows changing many settings outside the game--even those which don't appear in the in-game options menu. 01. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. If it's slow for you, disable the DistanceField Shadows or reduce its distance. 2 So far in terms of optimization I've done the following: Changed the Dynamic Shadows Distance in the Cascaded Shadow Maps category in the Directional Light (Currently set to 3000). Quad overdraw is also a huge problem with foliage so you really need to make sure you're aggressively LOD'ing. Get the Reddit app Scan this QR code to download the app now Hello everyone. So you have all your important bits casting a shadow across great There is a culling section and the start and end culling distances should be both set to zero by default. Is this normal for UE5? Question Unreal Engine and C++ Game Development Made Easy with Visual Studio 2022 I recently moved over to UE5 and my project looks so much better. Added a Distance Field Shadow (currently set to 10 000). Also selectively setting some shadows to rigid instead of auto under shadow cache invalidation settings in your foliage section will be a pretty large boost. I've repainted the trees on a UE4 landscape, and the shadows work, but only at a small space on the terrain. Hello Unreal 1- mesh distance field only works with directional light 2- you can enable it per actor by going into its setting and tick ( generate mesh distance field ) 3- it may already be enabled but you need to adjust the desired distance edit : actually i dont think it works with landscape at all . Think of start cull as the edge of your field of vision. Shadows are calculated with distance fields and those do not support wpo as they are calculated offline. The asset has a base poly count of 2. 03, but you can try lower values to get the results you want. State of Decay 2 is built in Unreal Engine 4. I’ve played around with the cull distance and nothing. 1 being it’s default setting giving you very dark shadows. And there seems to be some weird issues here too: at certain angles, much more foliage will suddenly if your foliage is too high poly this can happen something to do with the number of triangles allowed is a given foliage instance causing a culling issue adding lods is the clean way of doing it. RayTracing. It's fine for tree's, boulders, cliffs and bigger stuff that could potentially become like landmarks in a game, but for smaller stuff like flowers, grass and I went through ALL of my meshes and foliages and I removed the "affect distance field lighting" except for these bamboo trees for this forest and it still flicker. Turning off "cast shadow" on the mesh. Is there a console command to adjust the LODs? I searched a little bit on my own and found these console commands “r. Yeah but there doesn't seem to be any difference between Ray Traced Distance Field Shadows being on or off in my project. However, the shadow fade distance seems to be based on the size of the shadow (and in turn the size of the actor itself casting the shadow), which makes for some funky looking scenes as shown in this picture, where parts of the modular I want to use UE5 to render a cinematic with a lot of foliage in it. UE5. I tried to make my walls thicker, it solves the problem but they're just too thick Unreal Engine 5 has some pretty amazing features for draw distance, especially when it comes to foliage. r/unrealengine • I got it working! Over 300. ScreenProbeGather. The cards are rotated wrongly for the shadow pass here, which causes the shadows to disappear. Make sure shadow distance is around 5k with 2-3 cascades at most. It stands out most below the billboard on the wall. What is with the foliage flickering brightly in the puddles? It's like the tall grass suddenly has light pouring through it, but only in the reflections. Am using an HDRI in an SLS cubemap in the skylight. I have tried messing with the max cull distance, but it doesn't seem to affect the culling of renders in movie render queue. Just paint over the ones Virtual shadows have a huge impact with WPO as well so I set smaller foliage to rigid under the shadow cache validation setting. also, . Also worth playing with virtual shadow resolution as that can bring large gains. 1 Nanite Foliage Question I'm working on a tool for easily creating buildings in Unreal Engine! It uses geometry scripting and scriptable tool system. I think you have an incorrect lighting setup. In both of them, I enabled the distance field shadows and I increased the DistanceField Shadow Distance. Contact shadows don't look amazing but if you have the budget for it, it's better than nothing. Also, the guy in the video said that Ray Traced Distance Field Shadows won't affect skeletal meshes but my Basically the shadows are constantly updated (and of course downsampled over distance for speed) instead of the more traditional "LOD" like methods of shadow cascades. On a related note - setting my foliage to moveable seems to mess up the global illumination calculations. and this happened. I put it into my blank scene, just the tree. There are still some performance bottlenecks with Nanite + Shadows if the object is As far as how much foliage you can have, it is insane what a high end PC like an 8700K / GTX 1080 can run. Or check it out in the app stores Home "Streaky" shadows on foliage assets. The map it's "kinda big", it never had this issue before and only started happening now, which could lead me to think it's an issue of map being too big/having too many actors Enable Distance Fields and enable 8bit distance fields & compression then use Distance Field Shadow shadows instead of Cascade Shadows for further away objects along with other shadow / light performance things discussed in the GDC talk I have turned off dynamic shadows on smaller foliage, but I don’t know how to manage the lighting for tree shadows. If it's greyed out it means you have less than 1 Cascade. I find billboard foliage looks smoother with cascade shadows personally. reReddit: Top posts of The common approach is to alter the normals of foliage so that the lighting - especially at a distance - represents the average form of the leaves or blades and not the actual lighting of the mesh. More posts you may like r/telescopes. What can I do to solve this issue? Hello i am having these weird pop in shadows on my foliage and it looks really bad, even if i disable cast shadows under foliage options it does not fix the problem i have this short video showcasing the problem I don't have enough experience to figure this out myself as i Right, that's the issue here I think. Also you should enable nanite on all meshes that you can, this also solved issues for me with foliage shadows changing. I mean it works with solid 29-34 FPS ob my Site with a normal amount of trees but I think in my last Project the Same amount of trees gave me 60-80 FPS. Enable [0 = Off, 1 = On] r. This overlap caused the fps drop. Join us on discord: bit. You don't have to have a lot of grass meshes visible in the distance if the landscape grass material looks similar to the grass meshes. When hand placed the wind and everything works great but when in foliage mode the whole tree is stretching extremely around like the wind is set to extreme. Didn't find any advise so far. Here are some photos so you can see what I mean: "r. If you search for “shadow” in its panel you will see a bunch of options for that. So the fix is to not have your bush be animated (for now). Private in protest to Reddit’s handling of API rules. I'm using Lumen. SMRT. -if you want shadows, keep it at 1, if not 0. RadiusThreshold=0. 3. I have a cartoonish looking scene which looks great with the regular shadows but turning on Virtual Shadow Maps adds realistic looking shadows to the foliage which doesn't look good. FrontLayer. I think it's helpful enough to make the watch worth it. 235K subscribers in the unrealengine community. I have just been messing around with nanite foliage in 5. All the shadows are The comment: "Nah, pines are deliberately placed in one place to create stress for shadows. Ive got about 6 or 7 different tree assets (applied using the foliage mode, not density higher than . reReddit: Top posts of August 9, 2022. Or check it out in the app stores I'm working on a tool for easily creating buildings in Unreal Engine! It uses geometry scripting and scriptable tool system. I also played with the Cascaded Shadow Maps options, with the Dynamic Shadow Distance MovableLight. I’m going from 60/70 FPS, down to 20/30 in shadows. I mean, the base tree mesh is working very nicely in Unreal. Situation when the shadow of one tree falls on the shadow of another in the forest is quite common. From what I remember of the Kite demo, Epic used distance field ray traced shadows to deal with this. I changed the value of "Dynamic Shadow Distance Movable Light" and Get the Reddit app Scan this QR code to download the app now Talking about the tracking shot of the cars - have messed with the dynamic shadow settings of the foliage, the distance culling and the density scaling, and a host of other Welcome to the Ender 3 community, a specialized subreddit for all users of the Ender 3 3D printer. This mainly applies if you’re using virtual shadows. Shadows [0 = Off, 1 = Hard Shadows, 2 = Soft Shadows] Some of these features/commands will work for earlier versions of Unreal Engine 5 or more importantly distance field shadows vanishing with origin rebasing, you can see it at 18s. I dont know if this is related to the LODs. I've noticed that if I increase the shadow distance scale, it allows dynamic shadows to be cast farther out from the player (which is great), but it also (unfortunately) increases the distance at which lower quality baked shadows are faded out (they're either far You can adjust the shadow distance for individual lights in Unreal Engine. 1 on YT with megascans. It looks fine with foliage, but when a building or a wall is placed in a way that should cast a shadow (sunset behind a wall) it causes a very strange moving shadow. Temporal. The mesh Do you have enabled the Cast Shadow option in the foliage editor? If so also check the see if Casting Dynamic Shadows is enabled in the foliage editor. To decrease the movable light dynamic shadow distance, you can use the following steps: Select the light in the level editor; In the Details panel, under the Light Component section, find the Cast Shadows property; Change the Shadow Distance value to the desired distance. UE5 defaults to a shadow "method" called "Virtual Shadow Map (Beta)" in project settings, this can be changed to "Shadow Map" which i think is the UE4 shadow map method THIS method gets rid of the artifacts entirely! but it DOES make Started using UE (4. Shadow. Select all foliage and edit the mobility property. hit the tilde key ~ (console open key) and type r. I have tried placing the tree as foliage and as just a static mesh. you can see the "flat" shadow on the leaves. Turning off "cast ray traced shadows" in the material settings. 253K subscribers in the unrealengine community. Look in the Culling properties tab under Min Screen Radius for Lights. The official subreddit for the Godot Engine. 7 million. When I switch to "Mesh Distance Fields" view from "Show -> Visualize", all of the objects have a super short view distance and disappear completely when moving even a bit away from them. This is how it's done for Fortnite. I turn on nanite, get the textures set up, etc. The tree does a fantastic job of casting dynamic shadows on the ground and other foliage. Also, remember CTRL + SHIFT + ; for the GPU profiler to see what exactly is causing performance issues. Cast Shadows on Actors: Disabled Currently, we are experiencing grainy shadows & reflections in our project. Black splotches around the meshes. r/telescopes Reddit's most popular camera brand-specific subreddit! We are an unofficial community of users of the Sony Alpha brand and related gear: Sony E Mount, Sony A Mount, legacy Minolta cameras, RX I know my setup is very modest for game development (8GB) but was wondering, what is a good amount of memory for lots of foliage so that UE4 won't crash on lighting build due to memory management? Sure, I'll install Unreal Engine 5 and get Nanite to work on foliage. culling-distance, Foliage, question, unreal-engine. Everything was going smoothly until this point. Nanite can have an initial hit on performance but its power comes in scalability. Again this fixes the 241K subscribers in the unrealengine community. Far- very few visible. This fixes the foliage self-shadowing, but makes it so they don't cast a shadow on the ground. Nanite foliage generates the most ridiculous shadow maps, and since thousands of tiny leaves move a little bit constantly, it can’t cache any of them. Is there any way to optimize dynamic shadows? (I don’t know if there’s an easier way for optimizing the shadows since it’s foliage as well) Everytime I try to build my lights, it takes a very long time, and at the end, Unreal gives me this message : InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component How do I make foliage billboards not self shadow? Advertisement Coins. Or check it out in the app stores I have ran into a issue where it seems the culling distance on foliage is different even though all the settings inside the foliage spawner and the foliage assets them selves are identical. Those are just guesses though - about a dozen things could be the case and I could be way off. 000 Interactable Foliage with PCG (Foliage Swapping ISM -> BP_Actor -> ISM) This subreddit is open to anyone to discuss, share and show their work, as well as ask questions towards anything concerning video production. Reddit's #1 spot for Pokémon GO™ discoveries and research. Since I have Nanite Meshes in my level I get a message saying that the performance won't be great and the Nanite meshes might not look great if I don't turn on UE Megascan Distance Shadows Disappearing Help Hey All, as you can see in the video, when I zoom out the shadows on my grass disappear. Once again, I haven’t moved over to ue5 yet so sorry if I got it totally wrong. A couple tweaks you could make here are to expand the size of your leaves for visual effect, simplifying the visual of the trees and giving them a more solid feel; or letting your leaf material blur out more distant leaves to preserve local detail while making farther-off trees look more solid/discrete. The official Python community for Reddit! Stay up to date with the latest news, packages, and meta information relating to the Now, with thousands of foliage objects, Unreal dropps me to extremely low FPS, even in Unlit Mode. You can change the cull distance by clicking on the foliage in the foliage mode and scroll down, there should be a option that says “stop cull distance”. TranslucencyReflections. When the meshs are to far away from the camera the foliage gets to bright. New comments cannot be posted and votes cannot be cast. Or check it out in the app stores If your foliage trees and shadows are popping at distance and you've followed William Foucher's tutorials - try enabling Nanite in your trees. I've tried messing about with shadow settings but I can't seem to improve my draw distance. Good use of landscape materials will reduce the need for so many actual grass meshes. There is no solution to this other than disabling shadows for grass In VR, the transition from foliage to static meshes happens very close to the player. Use grass maps for any foliage/mesh that doesn’t need collision and disable WPO for any foliage not near the player, nanite doesn’t like WPO too much. You won't have dynamic shadows beyond this distance, but you can return them by either adding distance field far shadows or contact shadows. Bloodfor • Yep shadows on foliages are the most expensive things for fps. never cull (or infinite cull). Distance field shadows, on the other hand, are much more promising- they take into account the FOV even when the camera is very far, so the scaling possibility is there. Request for Allowing Image and Video Posts in the Unreal Engine Reddit Community. I guess it’s normal for a game engine but I want maximum quality, so does anyone know a fix? Worth mentioning is that it seems to be more the “ambient occlusion” that disappears. If you reduce cast shadow distance on the grass, you might still be able to keep them rendered. Far shadows are meant for objects that are far from the camera yet are still important for overall scene lighting. I can't get actor foliage to cull so I need a way for individual actors to disappear or cull after a distance, since some of my foliage use geometry caches and would get extremely laggy if I were to use a lot of it. The problems start when using the Foliage paint option. Especially foliage quickly has an issues with overdraw which is really expensive. I have a rect light with distance field shadows enabled and it shadows other static meshes no problem, but the Draw distance / LOD (not exactly distance-related pop-in, but very similar: trees and foliage LODs, mainly) 2. I want to set the distance between the trees so that they are not spawning next to each other. forcelod 0 will set all objects in the scene to use their highest quality asset and r. In order for this to work, distance field lighting must be disabled on the rock assets There is obviously something going wrong but I can't figure it out. 2 and spawned some (a lot) grass foliage which of course drives my FPS against the wall. a few largish quixel rocks for background way in the distance all on one grid instance. Some of the problem is the dynamic shadow distance radius on your main directional light source. However, I’m noticing that dynamic shadows are costing a lot of performance. Directional light has a setting for shadow strength. Or check it out in the app stores In my scene I have nanite trees that disappear when at a certain distance. Official Unreal Engine documentation states that complex meshes such as ceilings, walls Hello people! I migrated to ue5 and noticed the shadows are broken and couldnt find a way to fix em :/ I am using lumen with virtual shadow maps enabled. Crank sample per pixel to 7 was enough to make my shadow smooth (7 is defaut shadow map pixel settings). Reflections. An example I recall from an official Unreal video was that you'd flag far-away mountains to render in the far shadow pass, so that they could block sunlight during sunrise/sunset. it feels as if maybe the units are calculated Pretty much default Unreal 5 settings, lumen disabled. Nanite for foliage is the main selling point for UE 5. That and I suggest using distance field shadows for the far shadows. But once I allow the trees I believe I increased probe distance by . I follow unreal sensei tutorial and the painted nanite foliage keeps flickering up and down when turn on the wind. The person who made the tutorial is most likely using a GPU with raytracing capabilities and is able to run GPU lightmass peoperly. So I didn't list them. 1 and brought over a VFX tree asset from SpeedTree. Other trees just don't have any shadows at all for some reason, no matter the distance from the camera. End cull This allows lighting in the engine to simulate true ambient lighting with much greater ease than slower traditional queries, (soft shadows, dynamic lighting, etc)' would this be accurate? Welcome any and all corrections. Shadow and reflection stability / sharpness (shaky/shimmering edges I have the problem of a too small foliage shadow render distance here: where can i set it to higher? is anyone able to explain to me how turning a mesh into foliage and setting cull distance is any different to just setting desired cull distance My goals with these console commands were to increase the render distance of foliage, increase LOD distances (ie keep higher quality models/textures at farther distances, since the default LOD settings give you ugly models well within 54 votes, 16 comments. After I bake, the first LOD does the dynamic shadows fine and transitions neatly to the baked shadows at a distance. When they say they bake Ideally you wouldn't want to render that much small foliage (as far as the eye can see). Not even the tint does anything. 1 scene. Why is some of my grass very dark in shadows? you can see examples of correctly lit foliage right next to it, but for some reason only these few grass types are almost completely black. 1. Valheim Click on the asset and in your details tab find the "cast shadow" checkbox and uncheck it. Not sure this is what you're after but it may help you out. If you search for shadows in the properties on the directional light, towards the bottom you'll find far shadows. When my character goes under the trees, it looks like it's glowing because of the bounce lighting AA foliage flickering when camera moves (TSR scale or update rate?) Shadows flickering in foliage (when camera still too) Lumen update rate ? None of the console settings I found to try help. I've tried turning off distance culling, occlusion culling, frustrum culling in project settings, changed the cull distance of the foliage, changed the LOD distance scale, model LOD, opacity mask clip values of the texture, changed camera clip planes, changed the After solving one reflection problem by switching from lumen to ray traced, I found a brand new issue. 0. Something like changing the resolution of the placed foliage temporarily in an easy way? I want to use distance field shadows for a movable spotlight, but they don't cast shadows on skeletal meshes and I can't figure out how to make it work with characters moving through the light. 02 to fix it. So I googled a bit and found Tutorials about Cull Distance and Cull Distance Volumes (the highlighted Volume here): https://ibb. RayCountDirectional These controls the quality of the penumbra and shadow transitions. 000 Interactable Foliage with PCG (Foliage Swapping ISM -> BP_Actor -> ISM) I wanted to paint some trees in Unreal Engine using the Foliage Tool but I can't seem to find an option that would set the radius between different foliage actors just like the Procedural Foliage Spawner does. Is there a possibility to make my workflow smooth again (from 13 FPS now to my usual 60 or what) until I want to film it for the final render. r. I had a similar issue and set DefaultEngine. To solve the problem, I tried everything I saw on forums: I enabled Generate Mesh Distance Field in the Assuming CSM just go into the directional light and adjust the Dynamic Shadow Distance MovableLight setting. Any help would be appreciated, thanks! I tried changing the light settings (static, movable, ray tracing enabled, disabled), I tried different types of shadows (lumen, ray tracing, virtual shadows, beta), I tried eliminating the autocompute LOD distance and reducing the screen size of LOD0 to zero, etc, etc, I tried everything I saw online but nothing completely eliminated the fact I had this issue with a large scene then I discovered there was a setting in the details panel for those actors for 'far shadows', after ticking that it solved the issue of shadows only appearing while close up. There's a setting you can tweak that controls when objects are under a certain screen size they stop having their shadow rendered. InstancedStaticMeshes. If it only happens at long range distances you might need a more complex solution - like a material function that bumps up Roughness nearly to 1. Advice? Details: Working in sRGB color space (per settings) it appears the tone mapping doesnt match between Editor and Queue. A face pointing in a given direction should be colored similarly on both. I want them to be visible from far away not just a minor distance. I am facing an issue with baking shadows using skylight only. tweak your foliage cull distance so it doesn't cut off at such a short distance, generally 7500-10000 is There’s a select mode in the foliage painter. For example, in this screenshot I have the max cull distance set to 12, so the grass near the mountains should definitely not be visible from Didn't work me, weird that it solved it for you since that doesn't influence shadow maps. It turned out Shadow render distance? Hi, I can't seem to find a way to increase the render distance for the shadows in my project, I tried some of the solutions that I found online like entering different console commands, but nothing seems to work, at the moment I'm working on a cesium landscape, raytraced lighting and reflections Near = all grass visible. 0 coins. 000 Interactable Foliage with PCG (Foliage Swapping ISM -> BP_Actor -> ISM) I am following this arch-viz tutorial. Premium Powerups Explore Gaming. forcelod -1 will reset back Just upgrade to Unreal 5. Since it’s a cinematic, I don’t care really about the realtime performance/fps, but I’m having trouble tracking down the settings/cvars which are curtailing how much foliage is displayed on screen. This is mostly caused by the need to run on SM6 to be able to Nanite, and shadow maps. This is distracting because: The instanced static meshes are different colors from the highest foliage LOD The foliage models don't cast shadows, while the static meshes do Both of these issues seem to be because of poor design choices. Satisfactory has overall amazing graphics but even on max with foliage set to cinematic, the draw distance (LOD textures) are really bad on some things. Our game was programmed entirely with Unreal Engine Blueprints, we would love some so im trying to use megascans trees in UE5, everything is fine and i can enable WPO if the object is a static mesh however when i want to use the trees with the foliage tool I cannot do this, and the shadows are messed up/static with raytracing enabled for instanced meshes. DistanceThreshold Alternatively, increasing final gather quality in the post process volume helps but has a big performance impact. only the max distance seems to have visible changes. Currently I’ve been setting some foliage along my scene, but for some reason it keeps disappearing with the further I go, and I don’t want that. The default is 0. And I am curious what am I missing out, since some guys like UnrealSensei do produce great looking foliage in 5. Another possible problem may be in the Settings--->Engine Scalability If you’re using virtual shadow maps, tweaking directional lod bias will get you a good boost in general when it comes to shadows. 0 will Notably one tree for the European Megascans pack tanks performance by 14 FPS alone. Using a different AA helps the ghosting but FXAA and MSAA don't look like they do much AA(still pixelated). 2. For Nanite to be enabled on anything, Virtual Shadow Maps must be enabled, which kills performance. Obviously culling distance too. Members Online. Is there any way to increase this distance? I want to have the shadows always visible from any point of view. However, even though at 10 fov the shadow has 2x more pixels than Yeah the nanite Foliage feature is what I want to leverage but I think it‘s not there yet. if not are there any ways to First things first, I can't seem to have it generate any distance fields. . Blame the PGI magic code \''/ Side notes 2: Set in-game Shadow setting to Ultra will introduce significant shadow acne (without TXAA). 26. Good luck!! They are all movable. Nanite Foliage/Trees Vs Non Nanite? Less performance, no gains. Check your directional light, make sure it is set to movable. I tried changing values within my movable directional light and nothing happens. You can also set the mobility to movable on the foliage you want changed and then use the re-apply tool from the same toolbar. Setting it from 0-1 I believe are its parameters. Reply reply Top 1% Rank by size . The unreal channel has a hour long video going over it in depth from a few months ago I think. The foliage has this pulsing shadow effect and IDK how to fix it. If the trees are Maybe my reddit fam can help. In the 2nd photo its how it used to look in ue4. I've still an issue with intersect foliage shadows I have a bunch of foliage I have added to my scene but it keeps disappearing whenever I move my camera a little bit. Here, enthusiasts, hobbyists, and professionals gather to discuss, troubleshoot, and explore everything related to 3D printing with the Ender 3. In the directional Light and Light source I enabled the cast shadows option. What i wanted the tree for is 1) shadows 2) wind on shadows. Quick and dirty "starfield like" text. You can find the WPO under the advanced of the foliage tool/asset, I think it’s called “max WPO distance”. ForceLOD 0” “foliage. Try having 1 or more I've run into a problem where I created foliage for an environment, and when I zoom out from the foliage, the shadows from it go away, making it look very flat from a distance. Get the Reddit app Scan this QR code to download the app now. 0 based on distance to camera or Post Process settings. The Silph Road is a grassroots network of trainers whose Compare the colors of the surface of the tree to the color of the surface of the cylinder. Because general hardware isn’t quite there yet to support lumen on mid range GPU’s, I’ll focus more under foliage options click on the mesh you are painting with and then look down under "painting options" you'll see another setting for density / 1kuu which is how many mesh get painted at tool brush 1. Additionally to the Volume I set the Cull Distance in the highlighted wild grass foliage. Is there any workaround for For some reason (i just dont know) many FBX objects when imported hasve a Distance field resolution scale of 0. (this lets it receive a shadow from a "sun" directional light, but not cast a shadow) "Fake" shadow/shading in the material (basically a gradient that starts dark at the bottom) Hey! As shown in the video, the indirect shadows/occlusion are disappearing from the trees (both foliage and static meshes) after a certain distance in my UE 5. Unreal Engine 5, by Epic Games. I have read over the UE4 documentation on DFAO but haven't got any background in game development so may be lacking there. I also have other trees in the scene but those seem unaffected. Or check it out in the app stores almost as if a view distance is set. Most of GPU rendering time takes ShadowDepth, i think it's because I’m sure you’ve tried the “far shadow” and “affect distance field lighting” options? Could be one of those depending on your setup. I tried to increase shadow map pixel count, but it was in fact the option in the <Sun> root of UDS. Mid-distance = reduce number of grass clusters. Thanks! Related Unreal Engine 5 Unreal Engine Game Engine Software Information & communications technology Technology forward back r/UnrealEngine5 Unreal Engine 5, by Epic Games. A group for users who use Epic's Unreal for rendering and animation, and not so much for game dev. Or check it out in the app stores Currently I've got a small example scene set up using the grass foliage from Unreal's Open World Demo Collection. ini:r. It does have wind enabled but the geometry is the main point of why I am using the tree. We are running close to 200 million vertices of foliage at over 60 fps. #1 UE4 - RT Shadows + Reflections / SSGI / DFAO #2 UE5 - Lumen Hardware Ray Tracing instead of relying on it for small ground detail I'm using nanite meshes as rock foliage, which merge into the ground surface by using this distance field blending. Both produce the same problem. There's an optimization view mode to spot this. More posts you may like r/PowerBI. I can stare at it from any distance and get around 80-90 fps. Used the foliage tool to place all the foliage on scene, so they're not I have a static light and the foliage placed on a landscape with the foliage tool. The next LOD doesn't have dynamic OR baked If I get my camera like 2000units away from the shadow they make, the shadow start to fade away, and there's light leaking between under my walls. I thought capsule shadows exist for this very purpose, but it appears they only support directional lights for some reason. Thanks, though. Skip to main content. ly/HomeKitDiscord Members Online. I've been doing some grass in speedtree, and when exported and imported to Unreal, the foliage that is under the camera disappears. Reply reply Trees were scaled at 1 and were foliage objects that were being Hey I've created an actor foliage that the player can go up to and pick up, but the foliage cull isn't working. (New to Unreal Engine) Editor Archived post. The max roughness value for which dedicated reflection rays on foliage should be traced. I need the ground shadow. Virtual. I baked my lights using GPU Lightmass, and the Lightmass density is red in all meshes. How can I increase the distance before the shadows aren’t showed anymore? Right now this is the distance: I want to increase it even more as I have some scenes where the camera will be like this, top down from a bit far away, but I still want the shadows to appear. -If you want gras, set foliage to 1, if not 0. Reply reply trazroze • Man thats a great tip. -Never set view distance to 0. Im am working on game, style of which is pretty based on stylized foliage, i built some forest, but sadly it has around 40fps on middle and around 70 on low settings. Unreal Marketplace search engine really needs improvement - it's Those pillars are foliage. I’m using nanite for my foliage and trees, so I have ALOT of them but I’m hitting 120 fps (I Love nanite <3). Only things close to the player camera I'm trying to make my first scene in archviz using Unreal Engine 5. If anyone can help that’d be greatly appreciated What are the efficient ways of optimizing foliage in UE5? Premium Explore Gaming the Grass n ground flowers dnt cast shadows. Lumen. Culling 0" fixes the problem, but it drops the FPS to almost zero. The project uses Nanite and Lumen. I would just like to disable shadow draw distance so that shadows would be fully drawn all the time. Unreal games on Unreal Engine upvotes Welcome to /r/SkyrimMods! We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. either 1 or 2, while 1 will I've tried disabling/enabling cascade shadows, as well as distance fields-using-textures (they never were being used on this mesh, so it shouldn't matter I guess). qbcds vkyfnow rwcovza sfxk glkxp xooftx upowcgmg ofoo xwhyyi xqjhstf