# 5.1 shadowmaps culling problem?

**URL:** <https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691>\
**Category:** Rendering\
**Tags:** culling, Shadows, shadows-problem, cascade-shadow, culling-distance, dynamic-shadows, unreal-engine, Rendering, Lighting, question\
**Created:** [December 16, 2022, 9:35am UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691 "2022-12-16T09:35:15Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![Lazanja](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lazanja](https://forums.unrealengine.com/u/Lazanja)\
**Post date:** [December 16, 2022, 9:35am UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691/1 "2022-12-16T09:35:15Z")

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Hi, I was wondering if anybody had this issue yet? or perhaps knows the cause…  
So I upgraded my project to 5.1 and ever since I get this issue with Cascaded Shadow Maps where sometimes the trees behind the camera stop casting shadows entirely and/or start fading out much sooner than they’re supposed to I’ve tried adjusting the CSM settings on my directional light but whatever I change I just move the problem to a different view angle and it keeps happening.  
It seems like it’s computing the distances from some instances incorrectly, but I’m not sure what I should do next to investigate that… Any suggestions?

I used the freezerendering cmd to confirm it does get culled early(you can see one tree is missing)

 ![1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/8/5/c85e32eaf4fcfe9c7e474a26abfd68ee6650f7bd.jpeg)  
 ![2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/3/b/83b58878b6ea9ddb935d330949b663e1b225fdcf.jpeg)

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**Author:** ![Xerronn](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xerronn](https://forums.unrealengine.com/u/Xerronn)\
**Post date:** [December 25, 2022, 3:37am UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691/2 "2022-12-25T03:37:37Z")

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I’m having the exact same issue! Have you found a solution?

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**Author:** ![Felis-catus](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/felis-catus/32/605469_2.png) [@Felis-catus](https://forums.unrealengine.com/u/Felis-catus)\
**Post date:** [December 26, 2022, 12:12am UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691/3 "2022-12-26T00:12:21Z")

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Have you tried using distance field shadows?

> **[Using Distance Field Shadows](https://docs.unrealengine.com/5.1/en-US/using-distance-field-shadows-in-unreal-engine/)**
>
> How to setup and use Distance Field Shadowing.

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**Author:** ![Xerronn](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xerronn](https://forums.unrealengine.com/u/Xerronn)\
**Post date:** [December 26, 2022, 6:47pm UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691/4 "2022-12-26T18:47:15Z")

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I do have distance field shadows enabled, but the issue still persists. Decreasing the shadow distance so that distance field shadows happen closer to the player did make the problem better, but it still occurs.

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**Author:** ![GGX-John](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GGX-John](https://forums.unrealengine.com/u/GGX-John)\
**Post date:** [December 26, 2022, 8:09pm UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691/5 "2022-12-26T20:09:53Z")

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same problem, no solution…

> [@UE 5.1 procedural Foliage + Shadow Maps (CSM Shadows) bugged?](https://forums.unrealengine.com/t/ue-5-1-procedural-foliage-shadow-maps-csm-shadows-bugged/719174):
>
> When using the procedural Foliage or Foliage Painter + setting the shadows to be “Shadow Maps” instead of the expansive “Virtual Shadow Maps” i get some strange results. The Shadows are disappearing when i rotate the camera to a specific angle (culling?). When i place a static mesh of the tree i dont get the same problem. Is this a bug in the new 5.1 Release or am i missing any new settings? Thank You

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**Author:** ![JuliusSa1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JuliusSa1](https://forums.unrealengine.com/u/JuliusSa1)\
**Post date:** [December 29, 2022, 3:45pm UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691/6 "2022-12-29T15:45:03Z")

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Same problem… seems that the only solution is to enable nanite, dx12, SM6 and so on that mean killing performance…

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**Author:** ![uxsw](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@uxsw](https://forums.unrealengine.com/u/uxsw)\
**Post date:** [April 19, 2023, 1:19am UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691/7 "2023-04-19T01:19:15Z")

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Same problem, trying to find solution

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**Author:** ![GGX-John](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GGX-John](https://forums.unrealengine.com/u/GGX-John)\
**Post date:** [April 21, 2023, 9:04am UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691/8 "2023-04-21T09:04:29Z")

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problem fixed for me with the UE 5.1.1 update 😉
