How to cast sharp shadows of skeletal meshes JUST using skylight with SLS cubemap specified set to HDR texturecube?
I just want to my skeletal meshes to cast shadows in-line with direction of shadows present in HDR cubemap. I know it's straight forward with using DirectionalLight, but I don't want use DirectionalLight for some obvious reasons. Only light I've is Skylight with Source type set to SLS Specified Cubemap. When I was searching I found this blog link (http://timhobsonue4.snappages.com/lighting-capsule-shadows) in the forum that explains about indirect capsule shadows. Somewhat it looks reasonable but these shadows are not clear/sharp enough to produce the effect I wanted.
This is what i currently arrived at using the solution provided in the link:
Further I want shadows of these skeletal meshes just as the shadow of barrel-like object in the above image. I think there must be a work-around to
I also tweaked some lightmass settings as suggested in other forum answers but that didn't help me. :(
Here are lightmass settings:
Skeletal mesh Lighting details:
And Skylight details:
Please note performance is not my top priority.
Please suggest me, if i'm missing something obvious.
Thank you :)
asked Sep 19 '18 at 11:46 AM in C++ Programming
I don't know much about lighting, but I would try the following:
See if either of those or both together improves your shadow shapes.
answered Dec 20 '18 at 04:48 PM
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