The Shadow Problem of Nanite Mesh Using WPO Materials - Rendering
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
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PLEASE HELP !! Just upgrade to Unreal 5.1. and this happened. I'm using the new Nanite foliage, and the trees keep going wild the further we are to the world origine.
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