I am trying to create a bridge, but I’ve noticed an odd issue where there seems to be voxel shadows in Future lighting mode. As you can see from the image, the regular shadow-mapped shadows appear, but so do the voxel ones. Disabling global shadows fixes the issue entirely, but this is an outdoor scene where the shadows are very necessary to the scene’s mood. The voxel shadows look entirely out of place.
That’s strange. Is your studio graphics level at 21 and is the part stretched all the way?
My studio graphics level is indeed at 21, and my part is quite large. Here’s a screenshot of my lighting settings as well:
As well as all of my lighting effects:
Do you minding saving a place file of just the large part and that ground part? I’ll see what I can do.
It’s intentional. Future is bright is a hybrid lighting system that uses shadow maps for direct lighting and voxels for indirect/skylight so places where there is less/no light coming in from the sky will be affected by voxels shadows and be made darker
Sometimes it can produce undesirable results like this but most of the time it actually affects the scene in a positive manner and prevents indoor areas from “glowing”
in your case, that glowing effect is coming from EnvironmentDiffuseScale and Specular as well, the voxel lighting is affected.
Ideally, the voxel lighting shouldn’t be there in the first place. It doesn’t affect the scene in any desirable way. The scene will have more parts like this, and this would be especially harmful at night. Changing the parts to unions doesn’t negate the effect entirely, and actually makes it even worse for smaller parts. (Edit: It doesn’t make it worse, but the effect is still extremely noticeable in dark areas)
What’s happening is, Outdoor Ambient is ignored more in places that receive that Voxel shadow, as it is shaded, it would be considered indoors. Your EnvironmentDiffuse will make those areas glow more, because they’re not as much outdoors as everything else. Try lowering DiffuseScale to something like .05, and Specular to something like .25 or .3, then raise your OutdoorAmbient to something like 50,50,50, or 30,30,30 even
While this does look better, it would look far better to be able to keep these effects and get rid of the voxel lighting entirely. Lowering the diffuse scale this much almost completely destroys any effects it could have made.
That is a voxel shadow, not a shadowmap shadow.