How to get more clear shadows?

Hello. I’m using emissive light in material and I’m getting strange “wobbling” shadows:


I suppose it’s because of ray tracing or something like that. How can I disable it? I’m ready to sacrifice accuracy for more good looking result. I’ve tried to disable “Cast Ray Traced Shadows” parameter in material settings, but I can’t see any difference…

Disable “Affect Indirect Lighting.” within the actor blueprint or mesh, it might be “Affect Distance Field Lighting” but I’m not sure. It should definitely be one of the two. If that doesn’t solve it, you will probably have to set up an actual light instead of an emissive material.

Can I disable it if I don’t have a BP? I just using static mesh for now and there is no such settings for it.
Edited: I found this setting here:


but it doesn’t change anything. I found another strange thing - when I’m hovering any of materials light is becoming much more bright:

I suppose my lighting can be just bugged. Can the problem be in project settings?

Don’t use strong emissives to light scenes, use actual light actors.

1 Like

This is all correct. It’s advised to use an actual light rather than try to light with the emissive. The “wobbling” is noise that is being run through the denoiser. You can probably get it more stable but it will come at a larger cost to perf than you will likely want to give. An actual light will perform much better.

Please, correct me if I wrong. If I want to create good looking lamp I should use point light. If I want to create torch - I should use point light and maybe niagara for particles. If I want to create spotlight - spot light, moon - directional light, etc… Is there any cases where it’s better to use emissive light?

1 Like

Small glowing parts of things, literally anything with small emissive elements.


This is from the Unreal Engine documentation, it should give you a good idea.

1 Like

Thank you. But strange, I definetely heard emissive light should be used only with big objects to decrease artifacts I’ve mentioned.

I’ve never heard that. It’s supposed to be for things like glowing LEDs on a weapon or armour and other things that aren’t bright enough to influence the surrounding lighting, but still have light emitting.

In City Sample, all the streetlights, vehicle lights and lit windows at night use emissive lighting and there are no analytical (point, spot, area) lights - maybe that’s what you are thinking of? When you have as many lights as City Sample the performance cost for hundreds of shadowed analytical lights becomes very high and having enough emissive light sources gives Lumen enough light to work with so you see less noise and “wobbling”. You may want to look at City Sample if you are going to have a ton of these street lamps and can’t afford analytical lights. In most cases for larger light sources like street lamps an analytical light is preferred until the performance cost becomes too high.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.