I’m trying to make a Saturn ring, use two side mat, but the bug killing me, How to fix this (I don’t know how to call it)?
UE5.1
Lumen
virtual shadow map
the mesh not nanite
I’m trying to make a Saturn ring, use two side mat, but the bug killing me, How to fix this (I don’t know how to call it)?
UE5.1
Lumen
virtual shadow map
the mesh not nanite
Huh, that is interesting.
Firstoff, assuming it’s not nanite, I might suggest going with either distance field or RT shadows. Non-nanite geometry using VSMs can have very significant costs. I’m aware nanite doesn’t support translucency though, so I can see part of the issue.
Is the mesh just a textured disk, a quad, or actual tesselated geometry? This looks like a precision error of some kind, which will be influenced by how close the light is to being parallel to the surface, and how far away the light and the object are from world origin (I don’t believe LWC is working fully quite yet).
It’s a disk , and it happened any direction of light, The problem is “cast Dynamic Shadow as Masked”
Huh, that is pretty strange. Out of curiosity, does the disk need to have depth? Could it be replaced with a masked texture on a quad?
I didn’t change depth. And no.
How many unreal unit wide is it?
The mesh is about 10 unit in blender. I used 33333 Scale in UE for test, I don’t think its a problem.
I think that may be part of the issue depending on where it’s placed in world origin, large meshes can run into precision issues without compensation, which could explain some of the erratic behavior.
r.Shadow.Virtual.TranslucentQuality=1
Hello, what does it do