MegaLights feedback thread

Hey, thanks for the quick reply, really appreciated. The screen traces definitively help to some extent, you are right that it is a big improvement from the previous raytraced shadow iteration. Hopefully this also applies somehow for path tracing in the future, at least for the real time version. About these screen traces, obviously since they are screen space, the shadows dissappear as soon as the face projecting it is no longer visible. Same happens with some nanite mesh detail, I am guessing that this will happen with all details that differ from the fallback model, and the only way to bring shadow quality up is to change the fallback model resolution so to speak. This is not new, and it happened in the previous ray traced shadow iteration, with a different visual artifact coming from the same issue.
But for these instances we had a very handy command line " r.RayTracing.Nanite.Mode 1", this showed a very good shadow at a increased cost, without individually going through all the nanite meshes to tweak the fallback mesh. Does anyone know about a similar thing in megalights? That command line was really good, and could be added in the movie render queue so I could work with inaccurate shadows until rendertime, and then the render would apply the command to make the most accurate shadow possible.
Cheers!