Ray traced distance field shadows contact shadows impossible?
While I want to address the contact points for your original question, I first want to get the issue out of the way that you mention you cannot see Distance Field shadows being cast with your Directional light. I've seen a couple of users posting this, so I've made a simple sample project with two maps. The first is with a Directional Light and the second with a Point light. The default lighting method for dynamic shadow (Cascaded Shadow Maps) has been disabled so we can focus on Distance Field Shadows only.
Attached here is the sample project, and two images for what each level should look like. You should not have to do anything other than open the project to see things working correctly. I've also exaggerated the soft shadows so that it's easier to see the distance fields in action.
If you're not seeing the results like mine here are some things to check. - Engine Scalability is set to EPIC on all channels. - You must have have a DX11 GPU and a OS that can use it. (ie. Windows PC or Mac using Bootcamp to run Windows) - Check the Light sources (directional and Point) to make sure Ray Cast Shadows is enabled. Directional light Cascaded Shadow Maps should be set to 0 for this test. - Directional and Point light must be set to Movable.
If you're seeing anything different than above in this specific example, please post your DxDiag along with relevant screen shots to illustrate the difference from my images.
Once we get this squared away and know that Distance Fields are behaving correctly we can take a look at the other issue, which shouldn't be as much a problem and will probably only require adjusting the DF resolution for the mesh.
Let me know.
answered Aug 24 '15 at 05:55 PM
Tim Hobson ♦♦ STAFF
There are some big improvements coming in 4.9. Maybe trying using the 4.9 preview as a test and see if it improves your use case.
answered Aug 22 '15 at 02:47 PM
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