# Blocky Shadow Problems in Path Tracing w/ Hard Light Sources

**URL:** <https://forums.unrealengine.com/t/blocky-shadow-problems-in-path-tracing-w-hard-light-sources/1344636>\
**Category:** Rendering\
**Tags:** Shadows, shadows-problem, unreal-engine, Lighting, metahuman\
**Created:** [October 25, 2023, 1:54pm UTC](https://forums.unrealengine.com/t/blocky-shadow-problems-in-path-tracing-w-hard-light-sources/1344636 "2023-10-25T13:54:25Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![Hemaun00](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hemaun00](https://forums.unrealengine.com/u/Hemaun00)\
**Post date:** [October 25, 2023, 1:54pm UTC](https://forums.unrealengine.com/t/blocky-shadow-problems-in-path-tracing-w-hard-light-sources/1344636/1 "2023-10-25T13:54:25Z")

</div>

![Screenshot 2023-10-25 050815](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/d/a/5da014ec87a610d784b3d30b25ea194ff68fddbf.jpeg)

When using path tracing which we all love, hard light sources specifically create unusable sharp shadow artifacts on the shirt. I have tried messing with the light settings. The shadows fall off fine on the skin. Is this perhaps an issue of normal maps or just low quality model of the shirt? Using LOD 0 though. Ray traced shadows are on.

Seems like this issue has been on going and there have been maybe 3-4 threads created that have remained unsolved. Can any experts _bring light_ to this subject. Lets figure it out.

Another discussion that shows the same exact problem:  
Continuing the discussion from [Blocky Shadows in Path Tracer ?](https://forums.unrealengine.com/t/blocky-shadows-in-path-tracer/1249306):

---

<div class="post-metadata">

**Author:** ![Max3des](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Max3des](https://forums.unrealengine.com/u/Max3des)\
**Post date:** [October 26, 2023, 8:07pm UTC](https://forums.unrealengine.com/t/blocky-shadow-problems-in-path-tracing-w-hard-light-sources/1344636/2 "2023-10-26T20:07:56Z")

</div>

I have the same issue in UE 5.3. Would love to hear the solution!

---

<div class="post-metadata">

**Author:** ![indystry](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/indystry/32/870239_2.png) [@indystry](https://forums.unrealengine.com/u/indystry)\
**Post date:** [July 13, 2024, 10:23am UTC](https://forums.unrealengine.com/t/blocky-shadow-problems-in-path-tracing-w-hard-light-sources/1344636/3 "2024-07-13T10:23:29Z")

</div>

Any solutions you found to this? Idk what setting is causing this, just have a simple default sphere and the shadows are jagged in pathtracing. Lit mode is fine. Sphere has no nanite enabled. Virtual shadow maps are off.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/1/4/01483153c9cc9010dd705bb7743e808d8921a5a0.jpeg)

---

<div class="post-metadata">

**Author:** ![BananableOffense](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BananableOffense](https://forums.unrealengine.com/u/BananableOffense)\
**Post date:** [July 13, 2024, 5:35pm UTC](https://forums.unrealengine.com/t/blocky-shadow-problems-in-path-tracing-w-hard-light-sources/1344636/4 "2024-07-13T17:35:48Z")

</div>

This is known as the shadow terminator problem. The only fix in the path-tracer is to increase the poly count/ subdivision of the mesh.
