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Post by manutag on Aug 6, 2019 9:23:16 GMT -5
Hi, unfortunately I need your help again. On my last project I had the problem that it was slightly translucent. This could be solved by trying different basic EA objects, thanks to your help. Now I have a major project (Dragon of Gringotts) and I can not continue. I have downloaded a 3 D model (free for commercial and private use) and reshaped various sections for my purposes. In addition, I have still tried by hand to make a flame (not really nice, but initially useful). The whole thing looks basically good in the game BUT there are everywhere so strange lines that do not belong there. I tried to play with the lamps in Blender, I searched the Internet for help and found nothing, I tried it here with different basic objects, but had the same result everywhere. I do not know how to continue and would like to finally greet my dragon in all splendor at Gringotts. You can see so shadowy lines that pull from the body of the dragon forward to the flame and are massively disturbing. www.dropbox.com/s/kqernslz9g518af/MausiTag%20Gringotts%20Dragon%20TEST3.package?dl=0
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Post by Lyralei on Aug 6, 2019 13:18:53 GMT -5
it almost feels as if the game can't properly figure out how to render the shadows of your object. Have you tried using a huge sculpture as a clone rather than any sculpture? it could well just be that the fact that the mesh is technically going a bit underground, that this also screws up the shadows here.
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Post by manutag on Aug 6, 2019 15:36:03 GMT -5
I just tried it now. Trial 1: I used this really big outdoor-living statue as a base. Unfortunately the same shadow. Trial 2: I reduced the dragon in Blender to the size of a normal object. Then I took a normal sized statue and inserted the mesh there. Later in the game I then enlarged over Ctrl `. Unfortunately the same shadow.
It does not seem to matter what size the object has. All in all, I had already tried on 4 or 5 different objects before.
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Post by minimonster on Aug 6, 2019 19:34:59 GMT -5
Hi Again, manutag. Take a look at my request for help thread about shadows HERE. I have come into the habit of editing my GraphicsRules.sgr file (located in the main Sims 4 executable directory) to have it read SSAO=false in all instances, and it wasn't until menaceman44 took a look at my objects that I ever saw that my meshes as well displayed that 'stripey' effect with an unedited .sgr file. You can also see what steps menaceman44 took to try to solve the issue that I was having, none of which worked to solve the shadow issue. As one can plainly see, my own release photos did not have that particular 'stripey' thing going on, I would have never released any of them if I had seen it myself. I was only encountering (much milder) issues with unwanted shadows on only a few of the meshes, and as I said was largely unaware about the bigger issue of the stripes until I saw his screenshots. Since there was no solution found for me by him, I am still very unsure what the cause is of the stripes, which are remarkably similar to your issue above. I do not know if the changes brought to the lighting system in the game are at cause, and the whole as-yet-ignored by the official team SSAO problems, or if some of the seemingly random 'overflow' numbers that are inserted during the object cloning process in Studio may be at the root. I will be watching this thread closely to see if anyone has an actual valid input on how to solve your issue. I am going to keep my fingers crossed for us both! Cheers.
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Post by menaceman44 on Aug 7, 2019 5:12:28 GMT -5
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Post by manutag on Aug 7, 2019 17:02:13 GMT -5
Thanks for the further suggestions.
Unfortunately that did not bring the desired success
I keep on trying.
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Post by menaceman44 on Aug 8, 2019 6:27:16 GMT -5
The only thing I see in common between all the objects that seem to have this issue is that they are all high poly models. Perhaps they have exceeded some sort of inbuilt limit?
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Post by manutag on Aug 8, 2019 6:40:01 GMT -5
I'm currently running a trial (takes me to clone the object often enough and insert the changes per object). I want to compare: 1 - Decimated from 14000 Face Count to 8,000 2 - further decimated to 4,000 3 - Settings in Blender changed in relation to Gather Distance 4 - Setting in Blender changed in relation to Ambient Oclusion 5 - Modified Weight Paint in Blender
As soon as I have all these different versions I want to place them next to each other and see if there are any differences. If you only see at least slight differences, you could perhaps guess where to continue to adapt. This is all just poking around in the dark.
Of course the High Poly is right, on the other hand I have high poly cars in the game of other creators (yes, I've already tried that as a base) and they do not have any problems with shadows. At least not that I know but also that I'll take a closer look.
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Post by manutag on Aug 8, 2019 8:27:13 GMT -5
Your last theory seems to be true ... no matter what change I've made, no success except the face count changes! Alone, the change from 14,000 to 8,000 has ensured that the lines were gone. Of course, now would be to check how far you have to reduce the face count so that such lines do not appear. With the approximately 8,000 but I seem to be good in any case. Then I tried both without a flame and with flame and that also brought no difference. I even have the version without adaptation at SSA0. But in the end, it works !!!!!! Left side: the decimate version, right side: the old version And finally: yeaaaah!!
1000 thanks for this idea! @ minimonster: I hope this works for you too. Perhaps 9.999 face count is ok and 10.000 is too big, I don't know but you can try
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