Hi, everyone. I have been exploring RealityCapture and am really excited about the opportunities. I scanned a building on an overcast day, have a great model in RealityCapture 1.3, and have exported it to Unreal Engine 5.3 as an FBX. I import the mesh with Unreal generating the Nanite version and the material. For some reason, the shadows look horrible. I am not sure if I am missing a setting in Unreal, or if there is something with the virtual textures/shadow maps that is not correct.
The textures are 16k (huge, but I figured it would be okay). Mesh is set to moveable, but static or stationary does not change the issue.
I don’t have a solution but I do recall using a scanned model and having similar issue (I think) the problem is caused by nanite. Just to double check, import the mesh with nanite disabled or disable it from the mesh (highly recommend reimport instead of disabling it, just to make sure) and see if the problem is solved.
3D scanning and photogrammetry create extremely deformed topologies and non-manifold meshes and that’s doesn’t always translated nicely with nanite, that is what I understood when posting my problem here in the forums.
So I went back to my post (it was on a different account) and I just found out a new replay was there by @ValkTuna 15 days ago (my post is +7 months old) and the replay was:
Blockquote
just change Fallback Relative Error to 0 (default is 1) under the static mesh nanite settings and it’ll go away.
I had a similar issue, and that fixed it for me. Thanks to this video: https://youtu.be/dOomTB1UxpI?si=ndw9Dzp0VuXMGy6F
Hope this helps someone else.
I’ve just tested this option and it did fix my issue but only in the StaticMesh menu, not in the scene (I need to look into it more). I hope this help you.
Those options fixed the issue. Unreal 5.3 has a slightly different menu UI, but the model and shadows are much improved with either the shadow raytracing turned off, or the Nanite fallback set to 0.