How do I get a big, custom mesh to cast a sharp shadow on a plane?
I am relatively inexperienced with lighting in Unreal. I tried to build the light of my test scene shown below.
My UV-mapping is done right and I created a fully working lightmap. No problem so far. But the mesh, which casts the shadow, is pretty big (200*50*30 m). The plane which the shadow is cast on is about the same size. I am using a stationary directional light to light my scene. The shadow on the plane doesn't look so nice and I want to improve the quality of the shadow. I am already using the highest lightmap resolution (4096).
(Shadows on plane with lightmap resolution 4096 after light build)
Is there another way to get a non-pixelated shadow in a big scene with an object like mine? It would be okay to have blurred edges (better than pixelated edges). The shadow needs to be high-res because the player is going to walk on this plane. If it helps, the unbuild shadow looks great to me but I need to build the light.
The shadow after the light-build on brushes like the box-brush looks extremely great but when I convert the brush to a mesh it looks as bad as my plane.
(shadow on box brush after light build)
asked Jun 19 '17 at 01:48 PM in Using UE4
You can add some more details about the game (VR or if your players gets close to the edges).
I would probably just fake it and produce a similar pattern on the ground in the material. Since you are baking the light, you probably will never move the light anyway, so you can get away with it.
Except when the player moves to the edges where the player can compare the cage with the ground shadows more easily. So, to get a good result, you need to split your ground plane, so Unreal can produce more light maps (information for the shadow). <3
answered Jun 19 '17 at 02:00 PM
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