# Shadow details/global illumination disappears when moving away

**URL:** <https://forums.unrealengine.com/t/shadow-details-global-illumination-disappears-when-moving-away/1153936>\
**Category:** Architectural and Design Visualization\
**Tags:** unreal-engine, question\
**Created:** [May 4, 2023, 7:54am UTC](https://forums.unrealengine.com/t/shadow-details-global-illumination-disappears-when-moving-away/1153936 "2023-05-04T07:54:34Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [May 4, 2023, 8:35am UTC](https://forums.unrealengine.com/t/shadow-details-global-illumination-disappears-when-moving-away/1153936/2 "2023-05-04T08:35:51Z")

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See this post ( 1st post )

> [@Shadows disappear with increased camera distance](https://forums.unrealengine.com/t/shadows-disappear-with-increased-camera-distance/4690):
>
> I was playing with a pseudo-isometric camera style (low camera Field of View) with a larger camera distance to give it a 2.5D feeling but still maintain some perspective. Anyhow, I’m not sure if this is a bug or if I need to change the way my lighting is being handled in the scene. When the camera distance (being driven by the SpringArm in the Blueprint) exceeds about 6500+ units all of the cast shadows seem to completely disappear or are not being rendered or registered. However, by just lower…

It all depends on the size of the object and camera distance. You can tweak it, but your PC might explode… 🙂

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