Hi UDN!
I’m working on a short movie with lots of Metahumans in it.
We now have animated, displaced, and subdivided skeletal meshes on metahumans. There may be better ideas for performance, but we got it working with Nanite.
My 2 main characters don’t have nanite (we got some bugs [Content removed] but all the extra characters have Nanite working.
We came to the phase where we start lighting, and we notice a new problem: shadows aren’t cast anymore if raytracing is enabled.
I have two screenshots in the attachment.
The first one is with a rectangular light, without enabled raytracing.
The second one is with raytracing enabled, and for some reason without shadows.
Also, we only see this problem after rendering. We DON’T see this in play or editor mode.
The metahuman you see here is a displaced, subdivided metahuman with no nanite enabled.
The thing is, when muting all the extra characters in the background, all of a sudden, the shadows are cast again on our main character.
It looks like a memory problem…
So, we thought to work with light channels, and only throw the ray-traced shadows on our main characters, but that isn’t working.
Can we change some console variables? Or how can we avoid this?
We believe the problem is happening because we have too many polygons in one scene, the ray tracing gives up… but that doesn’t seem really the case as we don’t see this problem in editor mode.
Unfortunately, our project is 1.5 TB big, so it’s not a quick done to give you a test project…
Any ideas?
Whi is this happening while rendering and not in editor mode?
This is a project that started in UE4 so maybe we have some old render settings still in the game overrides option?
It looks like this:
[Image Removed]
Thank you!