distancefield generated displacement shadow

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


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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 :slight_smile:
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

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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

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I don’t think Nanite existed in UE4 :slight_smile:

the issue is not nanite related (also wpo doesnt cast shadow )
and in ue4 there also was wpo and displacement :slight_smile:

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Yes :slight_smile:

I don’t think you can get good shadows from dynamically displaced meshes, at the moment… would love to hear otherwise.