Messing with the normalbias is never a good idea as it doesn't _actually_ fix anything but instead just masks a problem to make it less apparent. In my personal experience with UE5 this has been the case for all areas of features and altering the bias to make things look better. For NANITE based meshes, VSM's are always gonna be your BEST solution for shadowing and there are plenty of reasons for that. Hardware Raytracing for one thing is pretty much deprecated and the Devs are changing things to where hardware raytracing is going to be more of an assisting factor to software raytracing in future releases. The Hardware Raytraced Shadow solution doesn't work right with Nanite because the rays trace ONLY against the NANITE interpretation of the mesh and not across the surface of the original. When a mesh gets converted into Nanite the geometry becomes altered to work with the micro polygon system, so once you convert your mesh over or if your using Megascans (which usually come in as Nanite meshes anyway) the Hardware Raytracing system simply wont know how to read it anymore. This is why VSM's are the best solution because along with providing way more accurate results, they also support things in the scene like GI and the micro polygon details in your mesh after they become converted. Many people try to avoid VSM's in their projects ive noticed but from what ive witnessed, the problems they mention and their reasons why can easily be fixed. I corrected all of my problems with the Virtual Shadow Maps and don't have any issues with them anymore. You can improve VSM's GREATLY by using console commands to get rid of the flickering, correct the delayed shadow smearing across frames in the sequencer or for animations in the editor and even up the amount of rays and resolution to avoid artifacts or pixilation. The new 5.0 branch in github has many improvements in the area of shadows over the EA version of UNREAL. The VSM's seem to work better in 5.0, more in correlation with the new Super Temporal Anti-Aliasing system and there is barely any pixilation anymore. And I noticed that areas with the VSMs that are pixilated are properly blurred out and barely noticeable now.
@tiedtkeio2 жыл бұрын
@@pawprinting Thank you for the comprehensive comment! Interesting! I will make sure to read up on VSM as that's something I'm not that familiar with! I come from a VFX background where the "masking the problem" solution almost always is the fastest/most affordable way to go for projects, but yeah, doesn't really fix the problem in most cases. 😄👌
@pawprinting2 жыл бұрын
@@tiedtkeio UE5 just went into preview bro!
@vision_s8867 Жыл бұрын
Console command? Who would have thought, I spent the whole day to understand what it is and why it gives out these artifacts, and the solution was hidden in only 1 console command (I'm a beginner, apparently that was the whole problem), thank you very much you helped me a lot! But I would like to understand why this is happening. At the moment I have a small exterior scene in which the lighting is completely dynamic, and I noticed that my megascance assets have disgusting shadows, they are all transferred to nanite and by disabling it I got disgusting performance. So that's the whole question, why does dynamic lighting work so badly with nanite, is it a flaw of the manufacturer or did I do something wrong? Working on UE 5.1 latest build
@imonedesign Жыл бұрын
It's 2023 and I did, thank you so much! (r.RayTracing.NormalBia 5) worked for me.
@justpeachyrl9 ай бұрын
Thank you! 2 years into the future and my nanite assets were having the same shadow artifact issues. The normalbias 5 command resolved it for me.
@DabberooftAnimationАй бұрын
DUDE THANK YOU SO MUCH I HAVE HAD THESE WEIRD SHADING FOR SUCH A LONG TIME AND THIS TUTORIAL HELPED SO MUCH THANKS!!
@tiedtkeioАй бұрын
Glad I could help! 😍
@vancityr6485Ай бұрын
Wow! normalbias command instantly resolved this for me.. Thank you!
@tiedtkeioАй бұрын
That's fantastic! And don't forget, you can add commands to the engine.ini so it loads that command everytime you open up new Unreal projects. 😃
@DigitalPulse2 жыл бұрын
Thank you so much man! This drove me nuts for weeks without knowing how to resolve it.
@tiedtkeio2 жыл бұрын
Great! Be careful with the normalbias though, as it offsets the shadows too. So use low values. 😊
@DigitalPulse2 жыл бұрын
@@tiedtkeio Believe it or not but I have to use a normalbias of 15 to get rid of those spots. If I use 5 I still have decently big spots on canyon assets. From your experience, is this something everyone is currently facing, or just few of us lucky ones? 😅
@silent_j6198 Жыл бұрын
Solutions still work in UE 5.2! Had some really weird shadows on my plants with nanite and raytracing enabled, the command line solution only solved some of it. But shadows from other plants would be all distorted. The second solution with changing the light completely resolved it, thanks!
@tiedtkeio Жыл бұрын
Glad to hear that it helped! And sad that the issue hasn't been fixed yet in UE5. 😅
@_JonathanTait Жыл бұрын
I confirm this works in 5.3 too. Thanks @@tiedtkeio
@AbhijeetKale-qx7oe5 ай бұрын
getting the same issue but these two things not working out with my project. and getting more cuked shadow on walls.
@FPChris4 ай бұрын
2:29 What if you're using Ultra Dynamic Sky and getting those harsh shadows?
@Overwatch049 ай бұрын
Thanks! I have been trying to figure this out for about an hour!
@3dystopia606 Жыл бұрын
Finally a command that really solve the problem ! Thank you 😁
@tiedtkeio Жыл бұрын
Wow that's so great to hear! 😍
@adamkovarik2 жыл бұрын
Thank you so much, have been searching for hours
@tiedtkeio Жыл бұрын
Happy to hear that it worked! Have a great day! 🙂🙏
@yoshiboy7212 ай бұрын
Finally, thankyou so much man that's exactly what i needed
@burakdag4931 Жыл бұрын
Thank you for your services man🙏
@tiedtkeio Жыл бұрын
No worries! I appreciate you watching my videos! 🙂🙏
@SoftwareAcademy2 жыл бұрын
Awesome, 1st solution saved my day
@tiedtkeio2 жыл бұрын
Perfect! So happy to hear that!! 🙂
@ginho3848 Жыл бұрын
OMG this works! I didnt have much hopes. Thank you so much! ❤
@tiedtkeio Жыл бұрын
Wow, I'm so happy to hear that!! 😍🙏
@RmaNYouTube2 жыл бұрын
This literally saved us, Thanks.
@tiedtkeio2 жыл бұрын
So glad to hear! 😍😍
@reffect53382 жыл бұрын
This was VERY usefull! The problem came up for me with UE5 preview. Thank you!
@tiedtkeio2 жыл бұрын
Nice! Glad it helped! :D
@Arcipellaggio2 жыл бұрын
This was what I needed, thank you!
@tiedtkeio2 жыл бұрын
Awesome, glad I could help!! :)
@JCapioso Жыл бұрын
works like a charm thanks.
@tiedtkeio Жыл бұрын
Awesome! Thanks for watching! 🤗
@irwandianto48572 жыл бұрын
thank you , it's been 5.1 released and this issue still around
@tiedtkeio2 жыл бұрын
Happy to hear I could help! 🙂🙏
@Xavwanderboy2 жыл бұрын
Thanks for clear and concise info! Perfect :)
@tiedtkeio2 жыл бұрын
Glad I could help Xavier! 🙏🙏
@seanposkea2 жыл бұрын
Hi. Thanks get a strange comb-like effect on shadows with mesh with rolling curves, either a landscape mesh or a static mesh brought in from Blender. I've looked everywhere and tried dozens of failed fixes. Nothing helps. Shadows have hard triangles and fingered edges--similar to z-fighting but there are no overlapping faces. No idea.
@houzetear Жыл бұрын
This solution only works on a working session? On a new startup, the artifacts will still appear?
@tiedtkeio Жыл бұрын
You can write this cvar in the config file in the project folder and it will apply when you start Unreal. ☺️🙏
@sadreddineneili13142 жыл бұрын
Hi Object in mirror is not correctly showed with lumen !!!! did you have a solution?
@tiedtkeio2 жыл бұрын
They improved lumen reflections with the 5.1 update, I would suggest updating to that version. There are videos showing you the reflections with 5.1 on KZbin, try searching for that - "Unreal 5.1 reflections". 😊
@mytzplik2 жыл бұрын
All problems solved, thank you!
@tiedtkeio2 жыл бұрын
Awesome! Glad I could help! 😊
@ImeCoulter Жыл бұрын
"Since Unreal 5 is in early access, this will probably be resolved." Wishful thinking. UE5.3 is released about a year later and there are still plenty of lighting issues. EG really needs to focus on fixing existing features, rather than adding new ones.
@tiedtkeio Жыл бұрын
Haha yes I was wrong. 😂
@ImeCoulter Жыл бұрын
@@tiedtkeio Nice video. Still helps me when I forget!
@OfficalEilikoSkye Жыл бұрын
i have something like this issue, but its on an inported FBX that seens to be fine in unity and blender but not unreal engine. sadly this didn't fix it any more things i could do?
@Jiggy...2 жыл бұрын
A better fix is running the command r.RayTracing.Shadows.EnableTwoSidedGeometry 0
@tiedtkeio2 жыл бұрын
Thanks Jiggy, I will try it out! 😍
@GilGuminski2 жыл бұрын
Yep, this is actually better as we can keep those nice proper "contact" shadows. Thanks for this !
@jamescunningham20352 жыл бұрын
yes, I am using ue5.03 and this solution works much better. I have large hills exported from Houdini via fbx and USD and both had these awful black self shadows.
@Bjoershol Жыл бұрын
I agree. Changing the shadow bias actually moved my shadows so they don't line up with my object anymore. This command fixed the issue while keeping shadows correctly placed. Thanks!
@mioeu539910 ай бұрын
I think this solution should be highlighted as the more appropriate one
@k-storm-studio Жыл бұрын
It works but its not permanent. Once the project is reloaded the problem appears again even writing this line in the DefaultGame.ini... how can i fix it permanently please?
@jakubjodlowski8416 Жыл бұрын
THIS SAVED MY LIFE!!!
@tiedtkeio Жыл бұрын
Haha so happy to hear that Jakub!!
@JM_3D2 жыл бұрын
Thank you so much - your video saved me today!
@dreamchris Жыл бұрын
Thx, it's help me so much 💪
@tiedtkeio Жыл бұрын
Awesome to hear!
@rasdasa2 жыл бұрын
This helped solve the problem, thank you! Even in full release it's still an issue. Is there an updated option somewhere during import that now negates this?
@arthemos46272 жыл бұрын
I wonder why they didn't make the fallback relative error to zero by default, considering that every single model I own has this error and I have to manually change that parameter for all of them!
@tiedtkeio2 жыл бұрын
Yeah I agree, it's really strange.
@whovisionsCGI Жыл бұрын
I've got a weird issue where the shadow from a nanite rock is too far infront of the object.
@zmicierkarpau4075 Жыл бұрын
Thank you! its help me👌
@tiedtkeio Жыл бұрын
So glad to hear that! Thanks for watching! 🙂
@tillgiermann379611 ай бұрын
I tried the first tip but after reopening the scene it is the artifacts are back.
@tiedtkeio11 ай бұрын
Yes, this is because the console command are session based. If you want the setting to be permanent you can add the same codes into the engine.ini file in your project folder. 🙂🙏
@tillgiermann379611 ай бұрын
@@tiedtkeio AH I see, thank you! Found another way to possible solve it via fallback realtive error in the mesh settings. but this only works when you are close to an object. In the distance the artifacts are stil visible.
@tiedtkeio11 ай бұрын
@@tillgiermann3796 Perfect! ☺️
@tillgiermann379611 ай бұрын
@@tiedtkeio well not perfect, because as I said, in the distance the artifacts are back. But I'll keep investigating:)
@arashtehrani77262 жыл бұрын
tnks for this great tutorial.. useful
@tiedtkeio2 жыл бұрын
Glad I could help! :D
@ThoRCX2 жыл бұрын
Thank you for this video! It helped me for my issue. By the way, setting the NormalBias to 5 actually removed some of the useful shadows casted by smaller objects for me. Setting to 1 didn't fix all the nanite shadow artifact. 2 seems to be the right amount, at least for my scene.
@tiedtkeio2 жыл бұрын
Thank you for watching my video! Glad I could help! I've actually learned after making this video that it's more of a temporary fix and not a permanent one as it does cause other issues like you said. Unreal is difficult to master fully haha.
@roulettebagerisystem82422 жыл бұрын
Thanks, worked great!
@vladimirharamincic1204 Жыл бұрын
Its not working :( My console seems to ignore my commands
@phananhvu18042 жыл бұрын
thank you very much, i hate lumen shadow for a long time
@danyilbulavskyi83952 жыл бұрын
Thx! Version 5.1, still no fix
@tiedtkeio2 жыл бұрын
Thanks for watching! Yeah, hoping it's better in 5.2.. 😊
@unlugarenmisideas61063 жыл бұрын
hello bro.... nice video, i love to see an ocean tutorial for unreal engine 5.... Att new suscriber greetings from colombia
@tiedtkeio3 жыл бұрын
Hi there friend! Awesome, actually working on an ocean tutorial right now! 😄
@randomtopology Жыл бұрын
I am your new biggest fan
@tiedtkeio Жыл бұрын
Haha nice! 🥰🙏🙏
@nedteus66862 жыл бұрын
If you don't work that, just turn off the cast shadow of the geo
@stuartdoyle992 жыл бұрын
Thanks for the video. Has anyone come across the flickering issue?
@ginho3848 Жыл бұрын
HAve you solved it? Up final gathering in post processing volume may help.
@procentpisz8 ай бұрын
5.4 and we still ave this in engine...anyway thx for solutions!