# Ultra Hard Shadows in nanite meshes with lumen

**URL:** <https://forums.unrealengine.com/t/ultra-hard-shadows-in-nanite-meshes-with-lumen/1806053>\
**Category:** Rendering\
**Tags:** unreal-engine, Rendering, question, World-Composition\
**Created:** [April 16, 2024, 8:05am UTC](https://forums.unrealengine.com/t/ultra-hard-shadows-in-nanite-meshes-with-lumen/1806053 "2024-04-16T08:05:35Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![chrudimer](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/chrudimer/32/918651_2.png) [@chrudimer](https://forums.unrealengine.com/u/chrudimer)\
**Post date:** [April 16, 2024, 8:31am UTC](https://forums.unrealengine.com/t/ultra-hard-shadows-in-nanite-meshes-with-lumen/1806053/2 "2024-04-16T08:31:55Z")

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Hi, there was some problem with ambient occlusion in some megascans material ( [Pitch black shadows on megascans fixed! (one way to fix it) - #2 by Pin3d](https://forums.unrealengine.com/t/pitch-black-shadows-on-megascans-fixed-one-way-to-fix-it/578125/2) ). So you could try to change the ambient occlusion value in the material to 1.

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