# Creating static shadow-maps at runtime. Possible?

**URL:** <https://forums.unrealengine.com/t/creating-static-shadow-maps-at-runtime-possible/227652>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [May 3, 2021, 7:11pm UTC](https://forums.unrealengine.com/t/creating-static-shadow-maps-at-runtime-possible/227652 "2021-05-03T19:11:54Z")\
**Posts on this page:** 1\
**Showing post:** 31

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**Author:** ![KingKrouch](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kingkrouch/32/936134_2.png) [@KingKrouch](https://forums.unrealengine.com/u/KingKrouch)\
**Post date:** [July 18, 2024, 8:48pm UTC](https://forums.unrealengine.com/t/creating-static-shadow-maps-at-runtime-possible/227652/31 "2024-07-18T20:48:40Z")

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> [@somawheels](#):
>
> have had some success creating my own custom depth map with a rt+scenecapture. I used that depth map to create shadows in the directional light’s material function.
> 
> However, My shadows arent nice and smooth like unreals. they are blocky. My Shadows:

Is there any way you can share how you set up the light blueprint and render target, assuming you still have access to it?

I’m wondering because I’m trying to attempt a similar setup for an unlit material, but the issue isn’t necessarily how the material is set up, but rather being unsure about the setup process of the directional light. I have a render target blueprint and such, but I’m unsure if it needs any specific positioning or properties done to it.

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