I got weird shadow if I use foliage with ray traced shadow and nanite.
Any idea why?
that’s normal currectly. raytraced shadows do not support wpo on foliage instance assets. only static meshes.
Are you sure? If I disable nanite then the weird shadow disappear.
So it looks like something wrong with RT shadow and nanite.
Try the following.
-On your asset details, tick “Evaluate World Position Offset in Ray Tracing”
or
- On your light (surely a directional light), go to “Light” in Details Panel and change “Cast Ray Traced Shadows” from “Use Project Settings” to Disable.
→ this will deactivate RT Shadows on your lights (so you use Virtual Shadow Map for this light instead). and your tree will works.
In our projects, we decided to use only VSM since Epic seems to put effort on this. After One year and a half of R&D, we found soooo many problems on Raytracing Shadows that we decided to not use it. And we still do not understand why it’s still a thing imho.
yes, i’m sure. atleast on my setup (5.4.3) it does not work (yet). it eventually may do that.
static mesh + nanite = wpo not working for ray shadows
static mesh - nanite = wpo semi working for ray shadows, glitchy on large trees.
foiiage asset + nanite = wpo not working for ray shadows
foiiage asset - nanite = wpo not working for ray shadows
it’s usable for purposely built cinematic worlds with or without alot of foliage. and it’s basicly required for manylights. the average procedural open world terrain will break tho. or…
to mitigate the glitches other procedural wind techniques should be used on foliage.
it’s been done and a proven approach. gpu based skinning is a thing. you just gotta “sim” a couple hundred bone matrices. not millions of vertices. hmmhmm.