Bad shadow acne for procedural mesh

Hi!

I’ve been making my Voxel implementation using UProceduralMeshComponent and regardless if I use my .vox file parser or simply create a cube by hand in code i get those shadow artifacts.

No other object in scene has them, I have virtual shadow maps enabled in project settings.
I’ve tried Lumen, Screen Space and None as my Global Illumination / Reflections but the noise simply changes to another noise. Also editing shadow slopes didn’t change a thing.

I kindly ask for your support here :smiley:



  • Doesn’t look like you’re computing the vertex normals for the mesh
  • You need to be using TSR or TAA to deal with the noise
  • Procedural meshes don’t generate distance fields afaik which means in software raytracing Lumen will only be able to bounce light when the mesh is on screen.

Thanks! I added normals and everything works great now.

I’ve heard somewhere that if i pass default empty array of normals CreateMeshSection will calculate them for me - looks like a like :smile: