I have a pretty concerning problem : I can’t get Ray Traced shadows ot work with SKMs Nanite Foliage. No matter which CVAR I Input in the console, which settings I enable/disable in the nanite tab of the asset, I can’t get this to work.
I’m currently planning to use 400+ ish trees in my scene so I wondered if there was any solution to this problem (I could get rid of the Ray Traced Shadows, but on close-ups shots I find the difference to be pretty massive)
(First Screenshot is with RT Shadows OFF and the second is ON)
nanite foliage raytraced shadows use a proxy mesh not full nanite meshes. why would you expect this to make a difference in close-ups? this is not masked foliage detail that can render crisp raytraced shadows from low poly geometry.
this is mesh detail and this would be too much compute load for the rt units. making it very non-performant. it is recommended to use vsm and a proper caching distance setup for nanite foliage. the cache distance is especially important when it’s moving. gotta keep the vsm cache updates small for performance.
for testing purpose, i think you can enable it using the “raytracing something nanite mode” cvar, but you’ll not get full detail foliage shadow coverage.
I wanted to use it along metahumans, and I found that In closeups RT shadows are better than Raster (the shadows on the model are blocky and weird when the camera is too close)
i’ll stick with Raster then thank you (as well for welcoming me :D)