I have been using UDK for a while now, but I have never been able to get crisp shadows when building a scene. I have followed all sorts of tutorials on how to do this and they all say the same thing. Hourences basically says to, "Use lightmaps, and increase the lightmap resolution." I have done this for all of my static meshes, they all have unique lightmaps and have are at a resolution of 512-1024.
And of course I am using Lightmass and production quality.
I have read that if you don't use a lightmap that UDK defaults to vertex lighting, which is the non-crisp shadow type of lighting. I don't know if UDK is reverting to vertex lighting in my scene, because it shouldn't be if I am using a lightmap.
I have even tried setting my lights to cast dynamic shadows and that changes nothing. I don't know a whole lot about UDK lighting, but am I missing something here?
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Also, it's helps if you setup a Physical Material, no need for special settings, just needs to have one.
info on the cascade maps can be found here:
http://udn.epicgames.com/Three/ShadowingReference.html#Cascaded%20shadow%20maps
And this is what I want it to do
Like the tutorials say I have the mesh properties set to override light map res and set the res to 1024 (even though I know that is pretty high). I even set the light to cast dynamic shadows to see if that changed anything and the Shadow Filter Quality to High.
I just did that, set the radius to 1 and I have not as crisp, but still a big improvement on my shadows. if i set it to < 1 I assume they would be crisper? I like they way they are now though, can't believe I didn't know this. Thanks!