# Weird shadows on subsurface mesh

**URL:** <https://forums.unrealengine.com/t/weird-shadows-on-subsurface-mesh/365224>\
**Category:** Rendering\
**Tags:** Shadows, subsurface, unreal-engine, Lighting, Rendering, question\
**Created:** [July 26, 2016, 3:15pm UTC](https://forums.unrealengine.com/t/weird-shadows-on-subsurface-mesh/365224 "2016-07-26T15:15:03Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Trojanonator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Trojanonator](https://forums.unrealengine.com/u/Trojanonator)\
**Post date:** [July 26, 2016, 3:15pm UTC](https://forums.unrealengine.com/t/weird-shadows-on-subsurface-mesh/365224/1 "2016-07-26T15:15:03Z")

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Hi, when the material thats on the static mesh is default lit, shadows look smooth, but if i set shading to subsurface they look really low res. You can see it in screenshots. Lighting only shows shadows as they should look, but detail lighting looks different. Do you know why is this happening ?

 ![100160-highresscreenshot00001.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/4/0/840536abd1a58a2fd928b4a05750493d0a3c42dd.png)

 ![100171-highresscreenshot00002.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/c/d/9cdc05926df5b2d232895a8fee8535fa5828c35b.png)

 ![100172-highresscreenshot00003.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/2/5/12551fea559595a3805704fa371e9c1a713ed557.png)

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**Author:** ![anonymous\_user\_4fa5675b1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_4fa5675b1](https://forums.unrealengine.com/u/anonymous_user_4fa5675b1)\
**Post date:** [August 18, 2019, 11:58am UTC](https://forums.unrealengine.com/t/weird-shadows-on-subsurface-mesh/365224/2 "2019-08-18T11:58:44Z")

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I’m also having some issues with this and it seems that ‘build light’ does this for SSS (_Subsurface scattering_) materials. I found a ‘workaround’ that should help though. Change the mesh **Mobility** to **stationary** so the light pass wont be baked and the wierd shadows wont appear:

Select the mesh → Details → Transform → Mobility

 ![285292-cloudsssfix.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/3/c/83c5abf60c38dc27dfe6c10a74ad647c2b01a53e.png)

→ Stationary
