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Shadow disappearing based on camera? Self shadow still casts shadow on other components.

alt text

Here is our map. You can see that the large cliff face is casting a large shadow along the ground to the left of it. However, I was trying to avoid such a large swatch of ground being covered, so I set the cliff static mesh to use self shadowing, so it would still shadow itself, but wouldn't cast the large shadow across the ground.

alt text

Sorry the camera is flipped. However, in the editor and when playing the game, the camera creates this 'line' along the ground, causing the shadow to disappear. I want the shadow to be gone completely, the look I'm going for is the bright red grass, with the archectiure creating the shadows that cut across the ground. But the large shadow from the cliff wall creates these nasty artifacts (right term?) and makes the grass really ugly.

My question is, how to make the shadow disappear? Like I said I used self shadowing, but that didn't stop the shadow from showing up. And it seems like the camera has something to do with the distance to draw the shadow, but I don't understand the exact relationship. Any clarification would be super helpful! alt text

Static Mesh settings. alt text Another shot of the ground, with the architecture shadow doing just fine, and not creating the artifacting (it's lighting settings are default), and the grass artifacts from the selfshadowing cliff wall.

Any help would be appreciated! Thanks!

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asked Apr 19 '15 at 11:39 PM in Rendering

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WeThePuppets
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