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