Poor floor shadows in 3Delight
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Hello everyone!
I have a issue while rendering in 3Delight. When I place a camera close to the grounf, I get good proper shadows from objects. But when I place camera a little higher, shadows disappear.
I use UberEnvironment2 base presets and UberEnvironment lighting panes as lightsources. Does anybody know, how do I keep shadows regardless of camera position?
http://prntscr.com/klm38a - good result - low camera
http://prntscr.com/klm43t - bad result - high camera
Totally forgot. Camera settings are the same, headlamp is off
Post edited by pavsikakyj on
Comments
The 'high camera' image looks both brighter and the ground looks pinker, so not sure what is causing that, all things being equal.
It may be the shader I use: Visual Style Shaders pack. Hmmm... are there any shaders for 3Delight for different surfaces?
There are LOADS of shaders available for 3Delight - given the propensity for Iray of late you'll find most of them will be 'older' items (but still very good for all that!). What would be best will depend greatly on what surface effect you are looking for. If that floor is just a DAZ primitive plane then by default it will be the DAZ default shader, which is for 3Delight so you could just tweak it as it stands - lower glossiness, change diffuse to (at least) a pale grey and you should be good to go.
Well, default DAZ shader works better with shadows, but those firm 3Delight glowing on empty spaces spoils everything. I'll try to manipulate with VS shaders.
Not sure I know what you mean by 'glowing on empty spaces', but you should be able to get what you want with relative ease. What product is the corridor?
I mean gradient filling of the surface, that 3Delight usually does. As for the corridor - it's not a specific product. I constructed it from Sci-Fi kit, some freebies and DAZ primitives.
Actually default DAZ surface suffers the same effect: the closer camera to the surface - the better and deeper shadows.
Did you check the ambient- reflection- and specular settings for the floor surface to make sure they are not washing away the shadows?
The shader I use has only Specular options. I Decreased them to the minimum. I noticed that shadow quality is also depends on camera angle to the surface (same thing for default shader).
That's odd, I've been using 3DL for many years and never come across that phenomen. Does the same thing happen if you delete the UE2 and load a standard spotlight?
I didn't try that. Standart lights do not fit my purposes. I need mesh light. For now I partially fixed that bad shadow effect by changing Occlusion Cone Angle and Occlusion Strength depending on camera positions.
I didn't try that. Standart lights do not fit my purposes. I need mesh light. For now I partially fixed that bad shadow effect by changing Occlusion Cone Angle and Occlusion Strength depending on camera positions.