Hi - I’m using the ditheredtemporalAA material node to try to cast partial opacity shadows on lights that cast raytraced shadows. It works great for the most part except when the object is quite close to the shadowed object - but when the object is close to the shadowed object there are very large bandy artifacts.
Is there a decent workaround for this? I am strongly inclined to stay with raytraced shadows in general as it looks better for most things, and from what I understand, partial opacity shadows don’t work with raytraced lights unless you dither them.
Here’s an example image - there is bright light with raytraced shadows coming from the right, and a 50% opacity plane casting a shadow onto the ground. Near the plane/ground intersection there are obviously super weird bandy artifacts (and they move/flicker over time).