hidden shadow method?

it’s a cascaded shadow map i have no control over. it’s not static, nor dynamic, nor vsm, nor raytraced. it renders nanite meshes looking like distance field shadows with proper self shadowing, while distance field shadows being disabled. it does not look like regular distance field shadows, tho. in this case this plant asset generated a mdf with lots of holes.

how does that work? shadow map instanced rendering using fallback meshes? i took care that it’s low enough for that. what am i missing tho? i’ll not complain tho, that it does work. : ) unfortunately only in the editor. hmm…

If it only happens in editor then it is probably the preview shadow for unbuilt lighting

This happens when you generate a mesh distance field for a mesh with a two-sided material, or if the mesh is set to generate a two-sided distance field.

ohh. i guess so. i forgot this df preview exists. rare static map i did for the interior bake test. it must have invalidated when i checked the soft shadows with nanite. welp.

and no. the mdf and materials are single sided. i’ll figure that out why it does that.

anyway… should mark this nonsense solved. or delete?

Your foliage is single sided? Also happens when the material is two-sided at the time of distance field generation, and one of the importers (gltf?) used to assign a two-sided material by default to all meshes which screwed up their distance fields unless you assigned the correct materials afterward and regenerated the distance field.

I dunno that this is actually solved really, I just took a guess

it’s working just fine. the bucket was hollow. already fixed. the rest is just thin foliage and i don’t care to include a 6 MB mdf. i plan to raytrace anyway. it’s just another fallback aka shadow proxy. all good. : )