Dynamic Lit Landscape appears as flat shaded in transition areas

Hi guys! I’m facing a problem I always had while messing around with Landscapes : shadows I get on my terrains with fully dynamic lighting appears triangulated like the mesh is flat shaded.

Steps :

  • Create a blank project
  • Create a landscape from a height map or just sculpt something from scratch
  • Apply a simple material to it (like Roughness set to 1 and a plain color for Albedo)
  • Set Light to Movable

Using static/baked lighting solves the problem but I want day/night cycles so I have/want to use dynamic lighting

Reducing “Num Dynamic Shadow Cascades” to 1 or zero kinda solves the problem but just because it makes everything super low res and blurry. Toying with Cascade Transition Fraction/Distribution Exponent helps a little as well but nothing drastic.

I’ve been googling around quite a lot but didn’t find anything like it. I also looked at Epic’s sample (Kite demo and Landscape Mountains) but everything’s covered with props and grass and there’s tons of normal mapping going on so it’s hard to see if there’s a similar problem.

Anyway, having soft sand dunes I can’t really rely on normal mapping to hide those artifacts. Having PN tesseletation enabled helps get some curvature in those triangles but it doesn’t fully fix it and I’m not sure I want tesselation anyway.

Thanks for the help!

I have been having this issue with my terrain also, Dynamic lighting is essential for my project but this triangle shadow like effect has been happening.

Are there any other things I could try to fix it? What ultimately worked best for you?

Thanks for sharing the tips.

This issue is covered in a forum thread.