We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Weird jagged edges on shadows

Home Forums Bug Reports and Feature Requests Weird jagged edges on shadows

Viewing 15 posts - 1 through 15 (of 19 total)
  • Author
    Posts
  • #17190
    scalare
    Customer

    Hello guys,

    I contact you again regarding this issue: https://www.soft8soft.com/topic/verge3d-2-13-pre2-available/#post-16075

    I was not able to test if the issue was fixed in version 2.13 pre 2, but I’m testing the same file with both blender 2.8 RC1 and RC2, and I’m still getting those weird jagged edges for the shadows that are not present in EEVEE viewport.

    I’m uploading a zip file with this minimal test for you to check. Maybe it was fixed but somehow it came back with the latest blender version?

    Please let me know. Thank you!

    #17193

    it’s ok for me just from your link. Which graphic card and other pecification do you have?

    Attachments:
    You must be logged in to view attached files.

    Co-founder and lead graphics specialist at Soft8Soft.

    #17217
    scalare
    Customer

    Hi Mikhail,

    thank you for getting back to me. After seeing your screenshot, I realized that I should have said that this was happening when doing a sneak peek. I just compared the exported version and it looks like in your screenshot, but when I do a sneak peek, I see what I’m attaching to this post. It shows some fuzzy jagged edges, but also, completely imprecise.

    I’m using a NVIDIA GeForce GTX 1060, by the way. On Windows 10. Testing with Chrome 75.

    Thank you!

    #17226

    We tested it again. You need to update the engine of the app to get the same result and decrease amount of cascades to 1 to get the exact result.

    Co-founder and lead graphics specialist at Soft8Soft.

    #17239
    scalare
    Customer

    OK, I’ve tested by updating everything, and I get the same result in both the server and the sneak peek now. However, the result is the fuzzy jagged edges, even when changing the cascades to 1. Am I missing something?

    Also, I’d like to know if ALL the parameters in the lights settings are being taken into account in the latest verge3D version for the shadows, as opposed to previous versions where just some of the lights parameters were working.

    Thank you!

    #17240

    OK, I’ve tested by updating everything, and I get the same result in both the server and the sneak peek now. However, the result is the fuzzy jagged edges, even when changing the cascades to 1. Am I missing something?

    Have you update your application here?
    When I made this all started to be ok.

    Also, I’d like to know if ALL the parameters in the lights settings are being taken into account in the latest verge3D version for the shadows, as opposed to previous versions where just some of the lights parameters were working.

    All parameters that are supported presented in the release article.

    Attachments:
    You must be logged in to view attached files.

    Co-founder and lead graphics specialist at Soft8Soft.

    #17247
    scalare
    Customer

    OK, I thought you were referring to the “Cascaded Shadow Map” Count parameter for the sun light. After checking the release, I see that you’re talking about the “Cascade Size” parameter in the Render tab. But I don’t see a way to set it to 1, only to multiples of 64. Am I missing something?

    By the way, for speed I’m testing this with sneak peek for now. I also updated the app, but I still see the same as with the sneak peek, but I think that would not be needed to test with sneak peek, right?

    Thank you again, Mikhail!

    #17251

    It must work thw same with Sneak Peak and GLTF export. Look at my steps.

    Co-founder and lead graphics specialist at Soft8Soft.

    #17269
    scalare
    Customer

    Hi Mikhail,

    thank you very much for taking the time to capture that video! I’ve checked it, and I can confirm that I can see the same thing as you in both sneak-peek and app-manager now, so I guess the app update in my computer was correct, and also, I assume the light settings are the same as you have indicated.

    However, the “fuzzy jagged edges” for the shadow are still present. I’m sorry, but I don’t find any other way of describing them. I’m attaching a compound image of the two screenshots from my computer (app-manager and sneak-peek). You can see that it looks the same as in your video (at the end of the video, after updating the app, and re-exporting the gltf file). I’ve highlighted in the screenshots what I mean with “fuzzy jagged edges”.

    However, I’d like to see if it is possible to get the shadow closer to what you see inside Eevee, where the shadow is more defined, and it follows the straight boundaries of the bed stringer.

    If you check the start of your video, when you go to the app-manager and check the “older” version of the app (second 0:30), the shadows look correct there. Even your first screenshot at the top of this forum thread looks correct. But after updating the app, they get imprecise. I did not make any changes to the light other than the parameters you told me to (cascades). The previous version was created with an older version of verge3D, which seemed to produce a better shadow map.

    By the way, can you confirm that the setting for the cascade is actually 1024 and not 1?

    I hope I make sense this time. Thank you very much!

    #17284

    Try this settings for your lamp in EEVEE.

    Attachments:
    You must be logged in to view attached files.

    Co-founder and lead graphics specialist at Soft8Soft.

    #17321
    scalare
    Customer

    Thank you Mikhail! I’ll give it a try. And thank you for clarifying about these parameters, because based on the press release it wasn’t clear which ones were supported.

    #17399
    scalare
    Customer

    Thank you, Mikhail. That was what I needed. It is not perfect, but much much better. Good enough for us right now.

    #17751
    D3Pixel
    Customer

    I am now having issues with shadows like the OP.

    Eevee viewport looks great but Verge3D does not match it. After a lot of trial and error I have come to the conclusion of:

    Scene scale probably has a big effect on this.

    Cascade shadow Maps
    Contact Shadows – No effect in Verge3D
    Distribution – No effect in Verge3D
    Fade – No effect in Verge3D
    Cascade count – No effect in Verge 3D (huge effect in Eevee)
    Max Distance – clips shadows, Eevee vs Verge3D is vastly different and not WYSIWYG.

    Render tab – Shadows
    Cascade Size – makes the biggest difference to shadow quality. 4096 is best. This does not match Verge3D though. Also, cascade count is affected by this in Eevee only.
    Cube size – does nothing
    Method – does nothing

    The light itself (sun)
    Softness – clamps shadows – no quality improvement
    ———————

    I think the biggest decider is scene scale rather than forever trying to tweak these values for crisp, anti-aliased shadows. Eevee manages to cope with this somehow but Verge3D exports do not.

    I will investigate more and try to find a process that just works and gives a best WYSIWYG workflow.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #17780

    Hi. Supported only one cascad, so at first you need to set it to one and start from this point. Supported next settings: Shadow: Clip Start, End, Softness, Bias, Exponent. Cascaded Shadow Map: Count only 1, Fade, Max Distance. Scene shadow settings: Method: only ESM, Cube Size, Cascade Size.

    Co-founder and lead graphics specialist at Soft8Soft.

    #17784
    D3Pixel
    Customer

    Good morning Mikhail

    Thanks for clarifying.
    Are you saying the order in how you set the settings is important?

    Many thanks.

    3D Animation and Web3D services - www.d3pixel.co.uk

Viewing 15 posts - 1 through 15 (of 19 total)
  • You must be logged in to reply to this topic.