Planetside Software Forums

General => Terragen Animation => Topic started by: visualaspirant on January 09, 2017, 11:51:21 PM

Title: Cloud shadow popping in animated sequence
Post by: visualaspirant on January 09, 2017, 11:51:21 PM
I'm sort of a trial and error user. What is it I'm seeing in the cloud shadows and what setting would keep the cloud shadows consistent across an animation?

I'm utilizing GI cache for the sequence and have the Cloud setting within the GI panel set to Sequence Quality x4.

Short clip, but you can see the shadows dancing on the terrain.

https://vimeo.com/198788502/aa9831f5cb

EDIT: link updated and accessible now
Title: Re: Cloud shadow popping in animated sequence
Post by: Oshyan on January 10, 2017, 09:09:09 PM
If you are using 2D Shadow Maps, try disabling that. If that works, you can either not use 2D shadow maps (they help a lot on render time in some cases, in other cases not at all). Or increase the shadow map resolution and blur radius.

If you're using "Use voxels for shadows", try disabling that. If the voxel shadows are in use, you can increase cloud quality to improve the flickering/popping effect, but since that will increase render time anyway, it may be better just to disable voxel shadows. If you need to increase quality overall anyway (to reduce noise in your clouds or add detail), then try keeping voxel shadows enabled and increasing quality...

- Oshyan
Title: Re: Cloud shadow popping in animated sequence
Post by: visualaspirant on January 10, 2017, 10:00:59 PM
Thanks for the tips. So....embarrassing oversight on my part. I had animated some of the cloud settings and forgot about it.  Stuff like the coverage, variation, growth and center. (!) I removed keyframes on those values so they stay constant and the first few frames on my new render this time are already completely clean and consistent shadows.

My bad but thanks again Oshyan!
Title: Re: Cloud shadow popping in animated sequence
Post by: Oshyan on January 11, 2017, 03:36:37 PM
Ah, glad to hear it was an easy fix that did not involve increases in render time. ;)

- Oshyan