Thanks for taking the time to demonstrate this, I really appreciate it. But I believe we’re talking past each other. When I say that…
With Lumen and VSM I can e.g. adjust the source radius of e.g. a point-light, thereby softening the shadows as it would in real life. This method works with Lumen and with baked lightmaps… but not with raytraced shadows.
…I literally mean just that.
Turning off VSM for high-end visuals really isn’t an option as purely ray-traced shadows are simply too inaccurate. E.g. the bigger (wider) a light source, the softer the shadow. This works totally fine with pre-baked light and Lumen/VSM, but fails with ray traced shadows:
virtual shadows, light source radius 1:
ray traced shadows, light source radius 1:
virtual shadows, light source radius 10:
ray traced shadows, light source radius 10:
virtual shadows, light source radius 20:
ray traced shadows, light source radius 20:
You can set the radius to whatever, the ray traced shadow will remain comparatively sharp. Also, note how precise the contact shadow with VSM enabled is (but that’s a different story).
The bigger the light source, the more inaccurate the ray traced shadow.
I hope the above demo clarifies my point.
it would appear that you don’t know how to use the engine.
Nobody does… ![:innocent: :innocent:](https://d1ap1mz92jnks1.cloudfront.net/images/emoji/twitter/innocent.png?v=12)