So I have a large square in front of a directional light, and it casts a shadow on my sphere, and it will cast a shadow at any distance, as long as the editor’s camera is close to the square (That is casting the shadow.)
It has been behaving this way ever since I started the project with defualt light configurations on the directional light, square, and sphere, however when I started, I turned on all Ray Tracing options in project settings.
How can I make the shadow that the square casts on the sphere, persist regardless of how far I am from the square?
Thank you very much I am very new to all of this, and new to rendering in general!
Objects should have a cull priority setting in their details which can be used to control how quickly they are removed from the raytracing BVH structure. This culling is what stops the shadow casting.
There is a number of culling cars for Raytraced Shadows. For very large scenes it’s likely the issue as @BananableOffense said. I would start but just shutting off culling all together to make sure that’s the issue. Once confirmed you can then start to mess with the other cvars to set it more accurately.