I have this massive sphere in my scene. It has 49k tris and is smoothed. However, the use of a subsurface material on this large of an asset seems to be an issue (see Fig A) because when I switch shading model to default lit, shadows look fine. When I switch from Virtual Shadow Maps to regular Shadow Maps, I get a strange banding (which I cant show because new users can only upload one image apparently).
Is there a way to fix this, or is this how it is currently? Using UE5.2.1
Jagged shadows are usually caused by insufficient shadow bias, an artifact known as the shadow terminator problem.
It occurs when there is too large of a delta between the shadow casting geometry (per vertex) and the per pixel normals used for smooth shading. It can be even worse on subsurface materials, because they allow light to pass beyond the typical terminator line that opaque geometry would exhibit.