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.
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.
Thank you for your suggestions! I’ve tried a few cvars, none of them resolved the issue.
While pre-displacing or sculpting the geometry is a viable solution for static details, dynamic effects on nanite skeletal meshes should be pretty cool in sci-fi games i think, infinity detial on tesselated surface. If ray-traced shadows can’t handle displacement properly, it could limit their usability in such scenarios.
Thanks again for your help and the warm welcome to the forum!
This is how I feel about nanite tesselation in general. It only works for VSM or with Megalights, where the shadows are screen space. None of them reach the cinematic quality of raytraced shadows from UE. It is very sad that in almost two years there was 0 progress on this, and that raytracing is being abandoned. I think for us using UE5 for cinematic purposes, going back again to other softwares will be the way. Since Epic is naturally focusing on performance and leaving to a side some of the key elements that got us in in the first place.