Hey all,
I'm working on a landscape for my game project and I'm noticing some issues with shadows.
Basically put, shadows look fine when you're up close, but off in the distance they all look completely hard edged and this looks horrid on the landscape. Is there a way to soften the shadows in the distance on a landscape? I've spent all night reading the UDN documentation on lighting and shadows and I couldn't find any mention of how to adjust the shadow quality on landscapes. I tried adjusting the Whole Scene Dynamic Shadow Radius, WSDS Cascades and Cascade Distribution Exponent to 1024, 4 and 4 respectively but that didn't seem to do anything other than make my build time increase and simply limit the range at which shadows are drawn in which just looks awful seeing them slowly fade in/out.
If anyone knows how to approach this it would be greatly appreciated.
Replies
@ James Ordner - you sure about a lightmap res in the landscape properties? I didn't notice one when I was looking but again, I'll look tomorrow. Sleep awaits.
It's more of a multiplier than an actual resolution, but it achieves the same thing. It's called 'Static Lighting Resolution' under the Lighting tab.
The shadows are breaking apart in seemingly random places when they shouldn't be. I just don't understand what's causing this.
Thanks for the help.
By default it is 0, which means the engine will use lightmap shadowing, no matter how far you are from a mesh/surface. If you set this setting higher, it will use dynamic shadows from the camera up to the distance you set from the camera. So for example, if you set the 'Whole Scene Dynamic Shadow Radius' to 500, you will have dynamic lighting up to 500 units away from the camera, and then from 500 units on it will use lightmap shadows.
Edit: Make sure you set your trace distance to the default. Otherwise your shadows can get really blurry with a higher Whole Scene Dynamic Shadow Radius.