Hi, as I understand, the default Megalights is visually the same as having lights casting raytraced shadows, only it is way more optimal internally on how it handles multiple lights.
This means that shadow casting on nanite objects won’t be precise unless the fallback resolution is tweaked to be more similar to the nanite mesh. No problem there since it is how I have worked until now.
However, since nanite tesselation was introduced, I was expecting light improvements to move in a direction that would make nanite tesselation usable and properly integrated in the light system. Megalights’ default shadows won’t cast any self shadow of tesselated forms, the same would happen with the newly anounced real time path tracer. With nanite coming to characters, and tesselation being such an important part of workflows, is there any plan to integrate tesselation in the shadow system? At least some way of baking tesselated detail into a lower ress fallback so it can have some self shadowing.
As if it is now, having teselated detail on a plane only cast shadows with vsm, it is a pitty that wanting to properly use tesselated nanite means loosing raytraced or real time path traced lighting and shadows. It feels like these two technologies that would tie perfectly for realistic projects are being separated into non compatible workflow.
Hope I explained myself, it’d be great to know if there are any plans of it in the future or if I should scrap again the tesselation that finally came back to us.