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 think that using the DF calculation to feed a lerp between min and max displacement would be the way?
I turned off DF and shadows on the green mesh. It looks the same with Nanite and displacement.
Thanks for the Reply
but if i’m not mistaken
in your example only the cube casts shadows and not the “ground mesh”
i have tried the
lerp variant and for me the result looks the same
on the red area, there should be shadow
If I turn ‘cast shadow’ back on for the plane, and use Nanite, it doesn’t help
and goes garbage up close
Is this even supposed to work? I know it didn’t a few months ago. Where did you get the info, is it a 5.6 thing etc?
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 raytraced contact shadows which had other issues
I don’t 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 don’t think you can get good shadows from dynamically displaced meshes, at the moment… would love to hear otherwise.