Problem with Shadows and some objects

Hello there,

I am having problems with the quality of the render specially with the shadows.
attached you can see an image so show what i am talking about.

it seems that the ceiling would not have enough shadows resolution but i have already 1024 in the light map resolution and going higher is not solving the issue.

You can see as well that the different tonalities that you can find in a plane wall with a plane color applied are showed like if it would be 8 bits or something so you do not have enough colour deepness or something like that.

you can find some other pictures where you see the 2 channel applied.

I have engine scalability to epic in every option and material set to high as well.

All the object in the scene have at least 1024 res in the light map

please let me know if you want to know anything else.

Thanks for your help guys

I get these a lot when I start making a new level. I think they’re just artifacts that come with large flat surfaces. When you have more static meshes that cast shadows you will see them less. Also having larger details in your normal maps and variations in roughness in your materials the artifacts are much harder to see.

Try going to the build pull down menu and setting the quality to high or production.

Hope that helps.

thanks for answering,

the meshes are all static even the lights are static as well.

the whole space is in a level

yes the build quality was in production already.

the material that you can see in the ceiling and walls are just a plane material with a plane color.

any ideas?

Well, I might not have explained myself that well. I meant that having more static meshes as props in your level to cast shadows on the problem meshes. To try and hide the artifacts.

As for the materials, you can either make then busier or as a last resort switch to dynamic lighting. The only issue there is that you have to deal with depth bias artifacts.

i am a bit lost right now i am not understanding what you just explained, my knowledge of unreal is pretty basic.

My meshes are pretty basic just boxes.
the material of the wall and ceiling are just a base material with a color in the base color slot.

I am going to start all over again and just try the basic walls and floor and see what happends.

Well the artifacts are most noticeable on large, flat surfaces, with basic materials. If you’re materials were more complex with a range of roughness values, changes in colour and with normal maps the artifacts from the static lighting would a lot less noticeable.

Try using BSP gemotry to begin with and make some more complex materials.

I tried to just put a picture in the base color and definitely helped, I haven’t try this with more advanced materials though but I will pretty soon.it will do the trick for now.

Thanks for your help :slight_smile:

Not a problem. If you’re happy with the answer, you should mark the question as closed.

how do i do it?

Tick the answer.