Ray-Traced Shadows on Nanite Skeletal Meshes: Shadows Appear to Ignore Displacement - Bug or Limitation?

Hi everyone,

I’ve been working with ray-traced shadows on Nanite skeletal meshes and noticed something unusual. It seems like the shadows are being calculated based on the mesh’s original geometry before displacement is applied. This results in shadows that don’t match the displaced mesh’s actual shape.

Ray Traced Shadow vs VSM Shadow:


Has anyone else encountered this issue? Is this a known limitation of ray-traced shadows with Nanite, or could it be a bug? I’d appreciate any insights or suggestions on how to address this.

Thanks in advance for your help!

why not pre-displace or sculpt that? like bake it in the geo. you’d get actually geo without xtra computation for the displacement. anyway…

cvars to test…

“r.raytracing.nanite.mode” will use the highres mesh for shadows instead of the proxy. not sure if displacement is supported for that.

or…

“r.raytracing.normalbias” will mess with the normal contribution. try some numbers. if you go overboard on it, it may reduce overall shadow casting.

and… a welcome to the forum. : )