Shadow on translucent material disappear at distance

Thanks for your help.

I changed both the planet and rings mesh to movable.

I’m not sure how the ‘scale’ is calculated by currently the scale is ~7500 units. The mesh I exported was pretty tiny so I may try exporting a larger one to see if that helps? If it helps, even at quite a large scale, you can still see Saturn moving in the sky while the player is walking so its not ‘super’ big.

Interestingly enough, making the mesh larger actually makes the problem worse because the fade distance is still the same and as such occurs much closer to the planet.

I finally found some docs about this. If anybody is interested you can find them at [link text][1].

I’m not sure if it could be considered a “bug” but it appears that the ‘Dynamic Shadow Distance Movable Light’ property has no effect after a certain point. I’m guessing that anything past the default 20,000?

Making the planet larger did introduce this interesting thing to happen though. This is similar to what I mentioned briefly in the original post about the ‘square edge’ to the shadow map but a bit more odd.

2270-saturn_shadow_square_2.jpg

It seems like unless they have an option to do “unlimited” cascade maps or a much higher distance that I’ll probably have to use a mixture of static/dynamic lighting and have the baked lightmaps appear when the dynamic shadow fades away. This seems like the only option for the time being.

If you have any thoughts let me know.
Thank you