City sample vehicles - weird shadows

Hello,
I have problem with weird shadows on vehicles from City sample.
I am using it in my own level. This problem is only with direct lighting. Indirect lighting is ok.
Does anybody have an idea where can be the problem?
Thank you

It seems like a typical shadow issue when mixing ray tracing shadows with nanite meshes. Is that your case?

1 Like

Yes exactly.
I just switched it off in project settings and it looks as it should.
Thank you so much! I didn’t know about it.

You’re welcome!

Anyway, RT shadows usually give better results, so they should find a way to allow both things simultaneously!

yeah!
r.RayTracing.Shadows.EnableTwoSidedGeometry 0

oooor and better… set to 0:

Hi Alberto!

Thank you! However I also already tried with those cvars (and others), and they cause other kind of problems; the first one cuases other shadow issues in other situations, and the second one kills the performance. There is another one, called something like rayracing normal shadows bias, which causes other kind of shadow issues too.

Regards!

Yeah this is the reason I said the other one is better :wink:

In fact, the normal bias was the best for me. The other two were unusable :joy:

  • The twosided command, unusable when a geometry has “volume” and a shadowed side (so, quite common):

  • The 0% error, applied on every mesh, dropped the framerate from 50 to 5fps, as it’s now loading hundred of millions of polygons like if Nanite was disabled.

  • The normal bias, even loosing some shadowing details, was the best and most equilibrated option: