Cascaded shadows produced with EEVEE with orthographic camera loose resolution. #82797
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Reference: blender/blender#82797
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30
Blender Version
Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-16 21:19, hash:
09045ff64d
Worked: no idea?
Short description of error
As you can see in the image below, to the left side we have an orthographic camera, to the right we have a normal perspective view and the shadows are broken through the orthographic one,
Exact steps for others to reproduce the error
Create a new scene
Put a plane to cast shadows from the light source
select the camera and switch it to orthographic.
turn the light to sun light
tada!
It doesn't seem to happen with the lights in either point, spot or area.
Added subscriber: @LucianoMunoz
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs User Info'
Cannot reproduce here:
#82797.blend
That one does work, but even with the same setting everything in default doesn't work for me.
Here is a minimal example file:
T82797_looch.blend
Changed status from 'Needs User Info' to: 'Needs Triage'
Sorry this slipped through, will inspect again
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @fclem
Not entirely sure why this is, will confirm for now.
You can get a bit better by using the highest cascade resolution:
T82797_looch_highest_cascade_res.blend
But there seems to be a considerable quality loss in orthographic
The comment in the doces regarding orthographic does not really help me understand this phenomenom either:
https://docs.blender.org/manual/en/dev/render/eevee/lighting.html#cascaded-shadow-map
@fclem: is this expected behavior?
Wrong shadows in produced with EEVEE with orthographic camera.to Cascaded shadows produced with EEVEE with orthographic camera loose resolution.Unfortunately yes. Your scene is about 10m from you camera. Your camera has about 1000m of depth to cover. Your scene will only cover 1% of the shadow map.
That said I don't remember the reasoning behind this. I guess this is to avoid loosing the shadows when toggling orthographic view. In viewport orthographic mode the depth range is "doubled" and starts way behind the point of interest. So if we were to reduce the covered depth range, none of the object shadowed in perspective view would keep their shadows.
I could make an exception for Camera Ortho view since the depth range should match the one of the Camera Persp view.
That'd be cool