bad shadow quality despite high lightmap resolution

Hi all,

Despite the fact that i set a 2048 lightmap resolution to my static mesh (whose UV are correct), the shadow is far to be good enough.

My light source is set to stationnary, and its dynamic shadow distance is set to maximum value.

http://img15.hostingpics.net/pics/390433561.jpg

http://img15.hostingpics.net/pics/625058822.jpg

Notice that i also added a lightmass importance volume.

How to get a better shadow please ?

Show a screen of your light settings, there is the problem.

Here it is

http://img11.hostingpics.net/pics/462849193.jpg

http://img11.hostingpics.net/pics/568575614.jpg

http://img11.hostingpics.net/pics/449983615.jpg

Do you want dynamic or static shadows? Because if you are going for dynamic shadows, setting a high lightmap resolution doesn’t do anything.

If however you want to make use of lightmaps for static shadows, you should turn of Dynamic shadows in your light settings, or simply switch it from Stationary to Static.

Hi, i wanna use both static and dynamic shadows (ball, pinball sockets, …) in my project.

My light source is stationnary, my pinball is set to static, and my ball is set to movable. Both static and dynamic shadows are rendered but both the ball’s and the pinball’s shadow quality is bad, despite the good lightmap resolution (2048) ?

http://img11.hostingpics.net/pics/239742406.jpg

As you can see above, i disabled “cast dynamic shadows” and the low quality shadow on the pinball floor disapeared, but why there is no pinball floor shadow when only “cast static shadow” is on ?

Hmm, play with the settings under the tab “Cascaded Shadow Maps” > Distribution Exponent and Num Dynamic Shadow Cascades (if you want to go over 4, just type the number you want).

Thanks, it worked