I had something quite similar, with shadow lines on the sides of meshes in the 3rd person shooter template, without changing a thing except maybe setting light to movable. So I checked a ton of settings, and finally got to âLower Hemisphere is Solid Colorâ. I disabled it, and the lines disappeared. If itâs not that, it could be in the skylightâs settings somewhere or directional light (light source). What I learned from reading the docs is the Environment is composed of a material, has a resolution (I think default is 32, and donât know how to change it yet), and bounce lighting (indirect) actually picks up color from it, not only static thru dynamic geometry. So it could be picking up darker areas of the skysphere and reprojecting it to the geometry placed in the level / world. I donât know if itâs coming through the cubemap, or in the lighting itself separate from the cubemap or how itâs getting thru, but Iâm quite sure it is somehow. I had the problem with static / stationary / dynamic lighting, whether mixed or strictly one of those.
Thanks for your fast response - but I fear it does not address my problem:
The âlower Hemisphere is Solid Colorâ is an attribute of the Sky Light which I donât use. Just to be sure, I tried to add one and set âLower Hemisphere is Solid Colorâ to false, but the problem persists.
I do not have problems with directional lights. This happens only when I use moveable point lights. I went through all its parameter, but was not able to find one that addressed this problem.
To further simplify the problem - and to avoid any problems with the lightmap and static light propagation - I disabled all static lighting in the project settings, but the problem persists.
thanks for your idea to play around with the bias. I played around a bit, but according to the âconservation law of miseryâ I get a new kind of trouble. To demonstrate this I added in the next scene a simple flat cube the Modes Tab and set it to moveable. Then I get this view:
This is the lowest setting where the stripes disappear. The worst part about this setting is, that the part the red arrow is pointing to flickers. So this is not acceptable at all.
As the bias is about self shadowing, I tried to disable the âcast shadowâ field of the cube. And all the stripes disappeared (with the original bias of 0.5):
afaik this exact scenario has been a general issue in 3d cgi since as long as i have been using it, in offline renderers you can increase the shadow map resolution, and the option seems to exist in ue, but i see no difference/improvement in increasing the shadow resolution over 2 or 3 in ue
@MarkusRivers thanks for your kind words. We have now just replaced the point lights by directional lights - which for some reasons donât have any trouble with the shadow map resolution.
probably the reason is that point lights will generate 6 seperate shadow maps as its like a 6 way spotlight, and these may overlap and cause banding stripes, or use much lower internal resolution, wheras a directional light only casts in 1 direction and has 1 assoociated map.
Iâm getting shadow banding with a directional light, and skylight, no other lights. The bands become narrower and occur in higher frequency when setting CSM number of cascades to 4 instead of 3, and are less frequent / wider at lower than 3 cascades. Turning off CSM gets rid of the bands. It doesnât matter what lightmap resolution it is, the value of shadow resolution (even at 5), or the other settings of CSM. I also attempted to adjust shadow bias, shadow sharpen filter, tried PCSS via console, and increased MaxCSMResolution to 4096 via console (donât know if I typed that one correctly), and no change. Perhaps the developers should concentrate on solving these kinds of problems with new versions more than introducing some less important new features. Otherwise the engine becomes too issue-laden to use.
Itâs because your light radius is too high. I recently discovered that increasing the shadow bias will fix the issue. Set it to something like 5 instead of the default 0.5: