Tweaking SMRT behavior in such a way that will have it off for grooms, either through r.Shadow.Virtual.SMRT.SamplesPerRayHair or r.Shadow.Virtual.SMRT.RayCountDirectional/r.Shadow.Virtual.SMRT.RayCountLocal, breaks the VSM behavior.
Steps to Reproduce
- Create a new level using the Open World template;
- Add a local light and a cube that will cast shadows from this local light;
- Add a groom asset into the scene;
- Set r.Shadow.Virtual.SMRT.SamplesPerRayHair to 0. Note how the whole scene is fully in shadow now. Reset r.Shadow.Virtual.SMRT.SamplesPerRayHair to 1;
- Set r.Shadow.Virtual.SMRT.RayCountDirectional to 0. Note how the directional light is fully shadowed now, the local still works. Reset r.Shadow.Virtual.SMRT.RayCountDirectional to original value;
- Set r.Shadow.Virtual.SMRT.RayCountLocal to 0. Note how the local light is fully shadowed now, the directional still works.
Hello there,
Thank you for the report and the reproduction steps, I think I see where this is going awry.
I’ll file a bug report and get back to you with a tracking link when one becomes available.
Best regards,
Chris
Hello Chris!
Thank you, looking forward to the tracking link
Please find the tracking link available at Unreal Engine Issues and Bug Tracker (UE\-290828\).
Further updates will be reflected there.
Best regards,
Chris
Thank you so much! I will track the issue using the link, we can close this thread
No worries, will do. I’m glad I could help with this issue.
Best regards,
Chris