Open Bloodknight opened 5 years ago
If I remember correctly, it's actually the seam where the two halves of the shadow map are stitched together. There's an old forum post about it: https://forums.torque3d.org/viewtopic.php?t=966. You can rotate the point light to change the location of the seam so that it isn't visible, with careful placement of the light. I've found that increasing the shadow map resolution and rotating the light so that the seam is on the horizontal can produce decent results as long as the light doesn't have a large range value. Unfortunately, it will cause some warping and there's not much else as far as I know that can be done aside from implementing a different shadow mapping technique.
yeah, it's pretty much the nature of dual parabaloid to, well, cast a pair of parabaloids. always gonna be a degree of that occuring, though we do seem to have found a bit of mitigation via flipping https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl#L87-L91 on over to https://github.com/Azaezel/Torque3D/blob/PBR_ProbeArrayWIP/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl#L89-L91 as a compensator