This is likely something you've come across, researched and found the solutions to without too much effort but thought I'd post my findings anyway. Thanks to William Faucher (as usual, he has the solutions to most things) and even Google's basic AI summary when searching for the solutions.
There are 2 parts to this problem. One regarding basic mesh objects and another regarding the same issue but with foliage/instances. I've run into both and they're solved (mostly) with a basic console command.
At it's core, the engine is trying to optimize things and shadows on meshes tend to vanish as the object approaches about 0.02% screen size (in my tests). I didn't want this as it effects my Cinematic scene. Note, I am using the Cinematic scalability settings.
Using the console command: "r.RayTracing.Culling 0" keeps the ray trace shadows from culling, regardless of distance.
For foliage, the console command is: "r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0".
Another factor that may play a role in your disappearing shadows could be on the light source's "Dynamic Shadow Distance" setting as shown above. You may need to increase this depending on the size of your scene and how far away your objects get.
Obviously there are many other factors that could be affecting your scene if you have this problem, but these seems to be the basic and most common solutions and worked for me.
Good Luck!
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