i am trying to shape a landscape via distancefields,
but i have the problem that the deformed geometry casts no or incorrectly positioned shadows (VSM).
i have already tried this in various unreal versions without success and therefore do not assume a bug.
generally the shadow casting of displaced geometry works, but as soon as distafields are addressed in the shader, errors occur.
maybe someone has an idea
thanks in advance
i dont know if its supposed to work.
but in ue4 it did
im checking it since 5.0 without luck, so its not 5.6 related.
i thought maybe its possible and im missing something.
i have also tried different shadow types without success
except contact shadows which had other issues
I donât think Nanite existed in UE4 ![]()
the issue is not nanite related (also wpo doesnt cast shadow )
and in ue4 there also was wpo and displacement ![]()
Yes ![]()
I donât think you can get good shadows from dynamically displaced meshes, at the moment⌠would love to hear otherwise.
Have you displaced that mesh permanently?
I mean if displacement casts a correct shadow, it would work no matter what basis you used ( texture or distance field ).
thanks for your perseverance ![]()
no, its a noise function in the material
I would like this to be true,
but based on what I have tested, I donât think this is correct
see below
the hill, created by the cube should also cast shadows.
i assume something with the distance field calculation in the shader must be calculated differently
but i have no idea what
Yes, bizarre ![]()









