![]() ![]() While some of these are pretty easy to get running on a single platform, getting them to be performant and stable across all platforms can be incredibly challenging, and some of these improvements are inter-dependent as I mentioned, so there are significant considerations especially in regards to other new feautres. I'll try to get some cards added to our roadmap with more details about some of the improvements so that you all can vote and help us prioritize them. Slope scale bias is also in progress, though this is something that is interdependent with other biases improvements. In 2021.2, we also made signficant improvements to the quality and control of shadow fade in URP.Ī critical improvement to shadow frustum culling is currently in progress with regards to culling spheres, which actually affects all SRPs and built-in. I'll go into detail about this at a later time. We still need to evaluate performance on mobile, but the decals implementation has a really cool performance optimization, which we will detail in a blog while cascade blending would be an improvement and it is definitely something we are investigating, it is a bit of a hacky workaround for the perspective aliasing and has considerable performance implications, and I would prefer for us to focus on a smaller improvement that allows us to restrict the depth range so that we do not undersample as badly with negligeble perf impact. The documentation and sample workflow (by are in progress. Bias improvements need to be done in major release versions, since the upgrade will require you to adjust the biases across all scenes.Ģ021.2 now has decal projectors which can be used to render blob shadows (and fake lights). The only thing we actually have as a higher priority at the moment is moving the shadow depth bias from the caster to the receiver, as that would be a huge improvement in quality. Until this time I have to use a hacky workaround with cookies, and it's not great! but here is hoping that cached shadow maps with per-object granularity makes it's way in The receive shadow setting is now per material so that you can have sub-meshes and then set shadow receiving per-material.Ĭached static shadows is very high in priority on our raster shadow roadmap. For example (this is also in Alyx) in VR, I would be building up a cached shadow map at my own pace, usually within the budget of the device (Quest 2 / etc) in the next room or area before the player reached it. I would love cached shadow maps that can be lazily updated (could control per object - determine if its realtime or cached on demand). Until this time I have to use a hacky workaround with cookies, and it's not great! but here is hoping that cached shadow maps with per-object granularity makes it's way in sometime. AAA games all have this, it's a shame we do not (yet!) The reason I feel the behaviour should be built in is because it's really a massive optimisation for most devices URP will cover, from mobile to VR. ![]() dynamic shadows are just way too expensive and not even needed for a large amount of the rendered frame. In Alyx's case, when you let go of moving objects and they settle, you can see the cached shadowmap update with a screendoor effect of the object - a tad polished but you get the idea!Īs you can imagine it pretty much makes shadows almost free for vast levels. ![]() Adobe, has this been discovered as a know issue and will it be fixed or am I nearing the end of my hardware's life? (I can provide all hardware specs if necessary.Click to expand.I would love cached shadow maps that can be lazily updated (could control per object - determine if its realtime or cached on demand).Does anyone know how to fix it? (I am going back to CC 2018 to finish the project but would like to take advantage of updates in the future.).Is anyone else experiencing this? (Specifically with a different video card.).Video card - Geforce GTX 780 with 6GB vram I am using the classic 3d renderer, so no layers are extruded. There is a 2d background layer at the bottom of the comp. The point light is above and slightly behind to cast a shadow forward. ![]() The scene is set up with 5 3d layers (4 text, 1 logo animation precomp), stack up above a white 3d floor layer. It also causes my computer to crash periodically when I try to preview the problem areas. Moving each layer along the Z plane to offset them seemed to help a little bit but when I checked, this is not an issue in CC 2018 so I'm wondering why now. There seems to be grainy noise when I have more than one layer casting shadows on my floor layer. After updating to After Effects CC 2019, I noticed issues with my shadows as well as performance. ![]()
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