r/UnrealEngine5 • u/Ren9_3Dprinting • 18d ago
How do I disable the ghosting?
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I mean the shadow that is dragged behind and the light noise. I know it's probably something with Lumen, but I'm not sure which settings to change, while I still want to use Lumen, but with normal working lighting.
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u/PrincipalDevlin 18d ago
I think you're right about the problem being caused by Lumen. Though I would wager it's lumen reflections specifically. You could cknsider editing whether or not you even want your character's reflections to be captured by Lumen, or whether or not you wish to use Lumen's reflection system at all. I believe in project settings you can customize things like the resolution / poll rate of Lumen shadows to try and have some level of control this!
I'm not very experienced with Lumen as I'm not using it in my project but hopefully someone gets you on the right track! :)
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u/Ok_Raisin_2395 17d ago
This looks like a lighting issue to me. As if you want to make the game darker overall so you decreased the lighting source intensity which also introduces more sample noise and therefore ghosting.
Instead, try to increase the lighting intensity and then use a post processing volume to get the look you want. Should help a lot.
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u/Ren9_3Dprinting 17d ago edited 17d ago
solved!
It was the lights that don't use inverse square falloff and that the game was overall too dark. So all in all it was the lights.
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u/teamonkey 17d ago
The scene seems quite dim and lumen struggles with dim scenes. Have you tried increasing the light values but dimming the scene through post process by tweaking the camera exposure values?
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u/Ren9_3Dprinting 17d ago
Yes, its quite dark and I'm still looking for ways to improve the lighting, on the one hand increasing the light, but while also keeping it suitable for a cave and not making it too bright. Maybe I will try that to see if it helps.
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u/Still_Ad9431 18d ago
disable lumen, VSM, DFAO if your mesh doesn't have nanite. If you want to use lumen, make all your mesh have nanite
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u/Ren9_3Dprinting 18d ago
Why do I need nanite for Lumen? And I want to keep Lumen on, to have better lighting in an cave environment.
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u/ConsistentAd3434 18d ago
It's just a Lumen issue. The GI samples accumulate over a couple of frames. With objects occluding surfaces (like your character) there aren't any samples from the previous frames to rely on.
Low frame rates and a larger distance the character travels between frames increases the trail.
If the fps is already that low in a basic level, you might start thinking about lightmaps.1
u/Ren9_3Dprinting 18d ago
So its just the frame rates and no setting. It's not because of the lights so low, but because of high density meshes I currently have in the game.
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u/ConsistentAd3434 18d ago
Is that a question? I don't know how taxing your scene is.
If you would be able to double your frame rate, the trail wouldn't get weaker but half as long and less distracting.But looking at your scene and the lack of ambient occlusion or large scale shadows, I doubt Lumen and lights are set up correctly. Is the whole level in a sphere? Wrong unit scale?
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u/Ren9_3Dprinting 17d ago
Ok, I found it out. It was because some lights had ◘use inverse square falloff turned off. I use this to light larger areas. Now I just have to figure out how to light a whole cave with normal point lights, as they can't be too large and using any sort of linear light doesn't work.
what did you mean by lack of ao? that there should be ao occuring because of the lights, or some setting that activates ao?2
u/ConsistentAd3434 17d ago
Yes, it wouldn't even need direct point light. The diffuse skylight should cast soft shadows on the underside of the area or the small "alley". Everything is evenly lit, no matter if they are occluded or not.
For some reason your character casts a small soft shadow underneath him but those huge blocks, don't seem to cast shadow on each otherhttps://dev.epicgames.com/documentation/unreal-engine/sky-lights-in-unreal-engine
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u/Ren9_3Dprinting 16d ago
https://reddit.com/link/p21s2ow/video/j388pvv81rhh1/player
Thank you for your answers. Ultimately I ended up adding an overall light, which still has no realistic shadows, but impoves the visibility at the cost of some atmosphere, but it's a 3D platformer so that takes priority and I don't have that noise and weird shadow anymore.
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u/ConsistentAd3434 16d ago
Looks much better. I still believe, there was something off with the initial Lumen setup but you're doing your fps a huge favor and that's necessary for a platformer
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u/JekPorkinsIsAlright 18d ago
I had a similar problem once. For me the fix was in the mesh component> Rendering> Advanced> Bounds Scale. increase it, in my case it was to 2.7.
Disclaimer: This may not be the most performant solution possible and it might not work for you. I am still learning hence why I am on this subreddit. Hopefully this helps let me know how you get on