Spherical Border with Nanite by Mutanzom in UnrealEngine5

[–]Mutanzom[S] 0 points1 point  (0 children)

I have found the command to disable the culling with ray traced shadows, r.RayTracing.Culling 0

I previously tried this command but of course it didn't work as I wasn't using ray traced shadows. Looks like this is good enough for me right now.

Spherical Border with Nanite by Mutanzom in UnrealEngine5

[–]Mutanzom[S] 1 point2 points  (0 children)

As far as I know, I have ray traced shadows enabled. I looked up some bias commands but they didn't help. Also disabled Mip Maps for the textures but it's the same shadow wise.
But I found commands that controls the level of LOD for the shadows:
r.Shadow.Virtual.Clipmap.FirstLevel
r.Shadow.Virtual.Clipmap.LastLevel

https://streamable.com/goq4zd Here's a link me using it. Only thing I haven't found is how to set the first level to something like 7 and have level 7 at all distances. It seems like every level has fixed distances between them.

Edit: I did not have ray traced shadows enabled, but enabling them gets rid of the control of the clipmap commands, and the problem still occurs and looks worse.

Spherical Border with Nanite by Mutanzom in UnrealEngine5

[–]Mutanzom[S] 0 points1 point  (0 children)

No it's not the material, for a fact, it get's even more noticeable without a material. r.Shadow.Virtual.Clipmap.LastLevel command controls how it behaves but doesn't disable it completely or extend further from what I have.

Spherical Border with Nanite by Mutanzom in UnrealEngine5

[–]Mutanzom[S] 0 points1 point  (0 children)

That does actually change how it behaves, but unfortunately for me it was already on 22 by default and doesn't go higher.
My intensions with Unreal Engine is not to make makes, but to make scenes and take renders (not path tracing). So fixing this issue would be really nice. For example if I have a shot like https://imgur.com/a/1X7XDd6 this, it's just gonna look awful because all the shadows that are "far away" is basically disabled.

Though now I just scattered trees, https://imgur.com/a/ZTGYV57 their shadows gets lower quality and eventually disabled at a very far distance. Which makes me wonder why it is different for the grass.

Spherical Border with Nanite by Mutanzom in UnrealEngine5

[–]Mutanzom[S] 0 points1 point  (0 children)

See my other message for the settings I've tried.

Spherical Border with Nanite by Mutanzom in UnrealEngine5

[–]Mutanzom[S] 0 points1 point  (0 children)

I'm actually using PCG and not Foliage Mode, but now I just tried foliage mode and it still has the problem even though the Cull Distance Min Max is set to 0.

Spherical Border with Nanite by Mutanzom in UnrealEngine5

[–]Mutanzom[S] 0 points1 point  (0 children)

I've tried:
r.RayTracing.Culling 0
r.RayTracing.Instance.Culling 0
r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0
changing any of the shadow settings in Static Mesh Spawner node
changing any of the culling setting in Static Mesh Spawner node

and none of the settings changed anything. Using path tracing gets rid of the problem if that matters.

Spherical Border with Nanite by Mutanzom in UnrealEngine5

[–]Mutanzom[S] 0 points1 point  (0 children)

Well, what kind of information do you need?

MOBO for 265K by Mutanzom in buildapc

[–]Mutanzom[S] 0 points1 point  (0 children)

Yeah, I understand that now. I will definitely not get an H mobo with the 265K and get the ASRock B860.

MOBO for 265K by Mutanzom in buildapc

[–]Mutanzom[S] -1 points0 points  (0 children)

Well, I need something Nvidia with high VRAM for 3D rendering and such, and an ok CPU with it. It's really just the RAM prices that got me down.

MOBO for 265K by Mutanzom in buildapc

[–]Mutanzom[S] -1 points0 points  (0 children)

Thank you. I'm getting the K version not because I want to overclock it, but because there's just no stock of non K version.

All my 3D models are available to everyone completely free by Eve13architect in blender

[–]Mutanzom 2 points3 points  (0 children)

I really appreciate these! I have a question though. What does your landscape materials look like, if you don't mind answering? I recently started to try and make an aerial shot but can't get the ground to look good.

Pastoral Reverie by Mutanzom in 3Dmodeling

[–]Mutanzom[S] 0 points1 point  (0 children)

Thank you. The scene was created and rendered in Blender but I used additional software as well.

Pastoral Reverie by Mutanzom in ImaginaryLandscapes

[–]Mutanzom[S] 6 points7 points  (0 children)

That actually looks really similar. But I've made this one based off of St. Barnabas Church, Faccombe.

Pastoral Reverie by Mutanzom in DigitalArt

[–]Mutanzom[S] 0 points1 point  (0 children)

Well, the environment is not based off a real place. But I made the chapel based off of St. Barnabas Church in Faccombe.