Hi all! I cam’t find info nor people metioning this over the internet:
When you want to use RT shadows and Nanite, you need to use the cvar r.RayTracing.Nanite.Mode=1 to raytrace against the “full resolution” nanite fallback. This work in shor distances, but in mid and larger ones (~10 meters), it will show the usual nanite weird RT shadows:
So, how do you face this kind of issues, if you use RT shadows and Nanite?
PS: I have also tried with relative error 0 in that certain mesh, but it will fail over the distance too. (And I prefer to not increase more the RT normal bias).
Hey! were you able to find a solution to this? Ran into the exact same problem. Need to increase the distance for this nanite mode cvar so distant meshes also show correct shadows without artifacts.
Unfortunately not, and Epic didn’t reply me. In fact, I read a related comment saying this “feature” was not deeply tested, so it’s somehow experimental. I think this won’t ever be fixed, so we should look into using RT shadows in non-nanite projects, or MegaLights for Nanite projects.