The following are the effects of the two solutions I have tried Option A: Use nanite mesh+lumen+hardware light tracing As shown in the figure : The shadow calculated by hardware light tracing is based on Nanite fallback mesh Option B: Use nanite mesh+lumen+distance field of mesh As shown in the figure: The red box shows the shadow before the wpo of some triangular faces, while the blue box shows the shadow after the wpo of some triangular faces I want the shadow to match the mesh after
Converting meshes to Nanite generates shadows artifacts - Rendering - Epic Developer Community Forums
UE5 & Reallusion - Tips & Tricks
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UE5 & Reallusion - Tips & Tricks
Ue5 lumen emissive noise. Float is now double-precision in UE5
[UE5.1] Nanite 'Moving' (WPO) Foliage horrible performance - Rendering - Epic Developer Community Forums
Nanite enabled static mesh not recognized as enabled - Rendering
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