Shadows are lines instead of a gradient

Since Im just trying stuff, I was using the “template_floor” found in the geometry folder from the template. So I also made a grid with a good amount of faces and of course, made the uvmap. No luck, still the same.

I notice this happen with some textures but not with others. For instance:
m_basic_wall
m_basic_floor
m_frame
m_lamp
m_metal_gold
m_water_lake
m_wood_oak
m_wood_walnut
m_colourgrid_lowspec

They all sufer it, in the case of the frame and lamp mats I could understand it cause Im using them on grids and floors, but the others too?
The concrete and brick series have no issues for instance, Im trying to find whats the conexion, but Im not succeding. Someone had this problem and fixed it?

My lightings settings were in production, I placed them in High now. The proyect is set for shipping. I tried increasing the lightmap size settings, no results either.

pd: Oh I forgot to mention, this also happens a lot when the sun position is the one in the picture. I have another proyect with a day/night cycle, works great but at every dawn I get this lines which move like a moving curtain

This is a problem of self-shadowing. There are a couple ways of approaching this, depending on the needs for your scene:

If you don’t need the surface in the picture to cast any shadows, you should be able to just disable shadow casting for that mesh. This will make the problem go away completely.

If that surface has to cast shadows, you can try playing with the shadow bias setting for your directional light. This won’t completely fix the problem, but it can reduce it.

Hey Wilkes, thank you for the response.
I used the disable shadow casting to check before and it solves it, but I do want the shadows.

To solve the issue I need to set shadow bias at 2.5 and then tweak the intensity and Min Roughness to make it work. But this leads to shadows appearing far from the origin point. For shadows to start where they should I need to set shadow bias at 0.1
This is not a problem from this proyect only and it seems like it happens mostly at the “dusk” angles from the Directional Light.

If you’re happy with the bias fix, but want shadows at the origin point, 4.14 introduced a feature called “contact shadows” which can be enabled in your directional light. They’re currently bugged but will be fixed in version 14.1

I went to check it out and remembered I try that one. But it starts creating some “noisy” shadows and also duplicates the one from my character. Is this the bug you are refering too?

Also as I said, the original problem appears with certain materials and only when the directional light goes through “dawn”- “dusk” positions