Movie Render Queue - shadow/ reflection problem

@Halukumben I will try to shed some light. I don’t know exactly what you settings and scene are (or the original post) but I will try to cover most bases that I am familiar with. In UE 5.3.2 I created a simple scene.

I am using the Blank Architecture Template, as this is the one I typically work on. It has Lumen and Virtual Shadow Maps enabled. And most of what I would need to do an Archvis project. Like Project Hillside which was made using this template and has a lot of Instances like in the original post. (I recommend you download it and go over the documentation, its free in the marketplace)

The scene arrays are as follow:

  1. Individual Static Mesh Actors
  2. Static Mesh Component
  3. Instanced Static Mesh
  4. Hierarchical Static Mesh

you can see here that the first 2 cull the shadows depending on the camera distance from them. All of these different types of actors/components behave slightly different so you will have to make some tests of you own to decide which work best for your scene. ISM and HISM seem to be the most efficient for most use cases as you can see from this screenshot.

Notice that I am using EPIC scalability. MRQ Renders in Cinematic mode so we should see shadows in all of them when switching to Cinematic, see below.

Here are the Rendered frames with default settings from MRQ, all shadows are there.

HISM shadow

It seems to me you are hitting some sort of limitation with shadows under certain conditions. But why is that happening in your scene might be as simple as using the right type of shadow (VSMs, not available when the original post was made), scalability settings (Cinematic) or ISM v HISM v Static Mesh etc. I would recommend you do a simple test like the one I demonstrate here and see if you still have the same result.

Also feel free to share some more of your scene settings to dig deeper.
Hope this helps!

CC

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