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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: alt text

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

  1. align these capsule shadows with shadows in the image and

  2. make them more clear and directional as much as possible

I also tweaked some lightmass settings as suggested in other forum answers but that didn't help me. :(

Here are lightmass settings: alt text

Skeletal mesh Lighting details: alt text

And Skylight details: alt text

Please note performance is not my top priority.

Please suggest me, if i'm missing something obvious.

Thank you :)

Product Version: UE 4.19
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asked Sep 19 '18 at 11:46 AM in C++ Programming

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avatar image Vinayaka_P Dec 20 '18 at 09:30 AM

Still I couldn't find any way to solve this. Any clues/suggestions are welcome!!!

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I don't know much about lighting, but I would try the following:

  1. Turn off capsule shadows.

  2. Set the Lightmap Resolution of the floor to a much higher number.

See if either of those or both together improves your shadow shapes.

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answered Dec 20 '18 at 04:48 PM

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