Shadow Gaps on Mesh

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I've recently tried to get into the Houdini Engine Plugin for Unity.
Almost immediately I ran into this basic issue with cast shadows on HDA meshes (Create a SOP network resulting in basic ramp, save as HDA). That bright line suggesting a gap in the geo that isn't there?
Anyone have any thoughts?
If I save the geo from Houdini as .obj and import there's no problem.
The problem goes away if Generate Mesh Using Points is selected, but then the materials get messed up.
No other Asset Settings seem to make a difference.
Confused…
Thanks ahead of time for any suggestions.
EDIT: I've attached a test HDA that shows the same exact issue out of Houdini 17.5.391 Indie into Unity 2019.2.9f1 and 2019.3.0b6

To Repro:
1) In Unity, create new empty scene.
2) Create default 3D Plane (as ground)
3) Load HDA File from Houdini Engine menu and use attached TestBox.hdalc
4) Will be magenta since no material. Attach any material inside Unity.
5) Notice gap in cast shadow on plane.
Edited by Len - Oct. 17, 2019 11:09:36

Attachments:
geo_ramp_houdini.jpg (73.0 KB)
gap_ramp.jpg (75.1 KB)
TestBox.hdalc (4.4 KB)

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Probably something to do with the vertex splitting? Do you have an HDA that I can test with.
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I just attached an HDA to my original post.
Thanks for looking into this! I'm still very eager to understand what's going on.
Edited by Len - Oct. 17, 2019 11:12:04

Attachments:
TestBox.jpg (27.5 KB)

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New bit of information: This seems unrelated to the HDA bundling. I just got it to gap with an export to FBX or OBJ.
I'm even more confused….
Can someone try this and confirm I'm not crazy?
Thanks…exhausted by this…
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Ok…update: This is caused by the normal bias on directional lights in Unity, mostly likely directly related to the new Universal Rendering Pipeline.
I switched back to the normal rendering pipeline and normal bias isn't causing this issue.
Hope that helps someone else!
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