I've spent too much time trying to understand these issues.. This helped SO much - really great practical examples, nice overall explanation! Very glad I found your video! Keep up the great work!! =D
Oh, bro, I would add like to your video as many times as it was helpful! UE 5.2-5.3, its still the best way to fix shadows. Thanks! Saved a lot of time.
Ever since 5.0 released, I have spent countless hours trying to figure that issue out. The only way I knew, up to this video, was setting the fallback to 0. Obviously, as you pointed out, it's still not perfect. This video is going to help me a lot!
Thank you all for watching! I would greatly appreciate it if you liked this video and subscribed to the channel! Also, please leave a comment with any suggestions, be it for the quality of the video, or a tutorial you wish to see
@@English_to_Persian his Old Solution 1 is probably going to be the best bet for gameplay if you really want Ray Tracing in the game. Might consider Old Solution 3 but as he pointed out it may not completely fix the problem. His new solution mostly Applies to Cinematics because you can sometimes get away with things while rendering Cinematics that would otherwise be too heavy to render during run-time due to the performance cost.
This totally helped, I work with large 5000ft detail terrain tiles meshes from engineers, And while old fixes would work there was still some instance it was not and now this totally helped.
Thanks for this, was amazing to watch the ugly shadows melt away the second I entered that first console command. Almost made the landscape I got from the marketplace perfect. Now would love to hear how to fix the weird shadows on foliage, specifically moving foliage. I'm guessing its something to do with WPO. Anyway great job!
Very nice pedagogical! Not many videos out there about that. Thank you! Im wondering if you would like to make a video about Lights settings. There are lots of settings in UE5 - UE5.2 that are deprecated, but for some reasons these settings are still left there in the lights UI even if it doesnt do anything enymore. Ex; SkyLight´s Indirect Lighting Intensity & Volumetric Scattering Intensity are not working/deseabled, anymore.
sorry to here that! i get what you mean, its why its important to find a value that works in your scenario since it is mentioned that this affects performance. This fix is mostly for offline rendering / cinematics, which is the field I work in. For real time using hardware raytracing through lumen is the way to go, and in that case you actually don't need to enable raytraced shadows but that gets into another topic completely.
Hey, thanks for the masssive overview of fixes. I am still looking for a fix for my problem though - any idea on how to get a proper shadow for nanite mesh with WPO based wind? It seems to me like the shadow is cast by the mesh that is not affected by the wind so that the actual rendered mesh sometimes "escapes" from under the mesh that casts the shadow if that makes sense :D Any idea how to get rid of this problem? Thans!
there is! its r.nanite 0 i dont recommend this as its not only a very "Scorched Earth" solution, if your scene has a high possibility of crashing. in the event you do want to use this Cvar make sure you have LODs set up on your static meshes
this doesnt help for a videogame case because it essentially disables the nanite and there goes the performance boost that comes with it. and if you would use it for a sequencer movie/offline render then just disable nanite in the mesh and it is solved easier than struggling with cvars like here
I see your point, I do mention that these have an impact on performance and you would need to tune them to your needs specifically for that reason if you are dead set on using standalone raytracing, in a video game, I personally think lumen is a much better choice for a game. As for cinematic and offline rendering which this video is for, a common practice we have in order to solve LOD pop issues is to offset the LODs to stay as LOD 0 for a longer distance, which is sort of what we are doing here, disabling nanite is pretty destructive to the rest of a project as it’s common to change lighting methods at times and using the command to disable nanite more often than not crashes your entire scene if it’s really heavy. A lot of my time as a look dev and lighting artist is using cvars to fine tune a cinematic, especially for hair, which is why I’m happy you can now add cvar presets to the MRQ. We generally also don’t write these into the configs since the project is shared between many departments.
Cool vid, but audio is waaay too quiet. Like 1/4 of the volume of other videos I watch on youtube and also try bumping up a bitrate (I think? or res if you didn't record in 1080p) because the fonts are really blury. Thankfully still readable, but have a lot of artifacts. Good luck!
Definitely! The reason you would want to use raytracing at times is due to the shadow quality for cinematics. Raytraced Shadows vs Virtual Shadow maps, raytracing currently wins, im hoping they solve this soon as technically nanite doesn't work well with legacy shadow maps (which raytracing uses)
@@DanielLanghjelm yeah i agree with you, there are definitely times where raytraced shadows are great, but in many of those cases i wouldn't use nanite either. compared to static meshes, you loose out some quality aswell. In my own work, just going lumen is often way good enough!
@@oskarwallin8715 yeah 100% agree, i mostly stick to lumen in my personal work and mainly light characters with raytraced lights if necessary. In a production setting though often times you'd have separate teams that will utilize nanite, and when it comes to the lighters, knowing how to use raytracing without issue comes in handy if the studio is dead set on using it. This video is mainly for that or for anyone wanting to use raytracing with nanite, other wise to nanite or not to nanite is the question :)
Yeah, a bit pointless as you’re negating nanite almost entirely. I wouldn’t advise using this approach. The old method (number 3) is still the best solution for this frustrating problem.
Legend had these shadow issues forever using all the origin3 tricks you showed. Much nicer solution!! Appreciate you
I've spent too much time trying to understand these issues.. This helped SO much - really great practical examples, nice overall explanation! Very glad I found your video! Keep up the great work!! =D
Im very glad it helped you!
Good job Daniel! This is is amazing!! Thanks for the fix ! Very clear tutorial
Oh, bro, I would add like to your video as many times as it was helpful! UE 5.2-5.3, its still the best way to fix shadows. Thanks! Saved a lot of time.
Ever since 5.0 released, I have spent countless hours trying to figure that issue out. The only way I knew, up to this video, was setting the fallback to 0. Obviously, as you pointed out, it's still not perfect. This video is going to help me a lot!
Great overview video, thx for sharing this Daniel!
Thank you all for watching! I would greatly appreciate it if you liked this video and subscribed to the channel! Also, please leave a comment with any suggestions, be it for the quality of the video, or a tutorial you wish to see
thank you mate! quick and easy fix for the glitch of the decade
Great fix for Cinematics. I think the other options are still more plausible for in-game though. Thanks for the insight.
Agreed! Definitely for offline rendering
would you drop some key words , please or maybe links?
@@English_to_Persian his Old Solution 1 is probably going to be the best bet for gameplay if you really want Ray Tracing in the game. Might consider Old Solution 3 but as he pointed out it may not completely fix the problem. His new solution mostly Applies to Cinematics because you can sometimes get away with things while rendering Cinematics that would otherwise be too heavy to render during run-time due to the performance cost.
This totally helped, I work with large 5000ft detail terrain tiles meshes from engineers, And while old fixes would work there was still some instance it was not and now this totally helped.
Glad this Helped!
Thanks for this, was amazing to watch the ugly shadows melt away the second I entered that first console command. Almost made the landscape I got from the marketplace perfect. Now would love to hear how to fix the weird shadows on foliage, specifically moving foliage. I'm guessing its something to do with WPO. Anyway great job!
Very nice pedagogical! Not many videos out there about that. Thank you!
Im wondering if you would like to make a video about Lights settings. There are lots of settings in UE5 - UE5.2 that are deprecated, but for some reasons these settings are still left there in the lights UI even if it doesnt do anything enymore. Ex; SkyLight´s Indirect Lighting Intensity & Volumetric Scattering Intensity are not working/deseabled, anymore.
great vid. i needed those cvars for other stuff so this is great
nice tutorial. i didnt know about the lod min command adding it to my project now!
Liked and subscribed ;) Keep on uploading UE vids please. The more quality content on YT, the better for everyone.
great video man :D thanks for posting!!!
Yep, it's Fixed, wow. Thanks ! Now i got 1.5FPS instead of 70FPS !
sorry to here that! i get what you mean, its why its important to find a value that works in your scenario since it is mentioned that this affects performance. This fix is mostly for offline rendering / cinematics, which is the field I work in. For real time using hardware raytracing through lumen is the way to go, and in that case you actually don't need to enable raytraced shadows but that gets into another topic completely.
thank you for sharing, great explanation!
Holy shit this is huge. Thanks for the video.
Finally! Some real schnizz. Thanks man
Great vid, well presented. Sub'd!
Hey, thanks for the masssive overview of fixes. I am still looking for a fix for my problem though - any idea on how to get a proper shadow for nanite mesh with WPO based wind? It seems to me like the shadow is cast by the mesh that is not affected by the wind so that the actual rendered mesh sometimes "escapes" from under the mesh that casts the shadow if that makes sense :D Any idea how to get rid of this problem? Thans!
Did you try simply raytracing normal bias 5? It doesn’t affect the performance of the cpu, opposite to offset.
hey really nice video!
Won't this affect performance? If you have a lot of meshes and the all render at a high LOD, what will the fps be like?
It will, this is mainly a fix for cinematics.
Hello, might there be a different console command for editing the nanite fallback mesh for Path Tracing?
Hi! its actually going to be the same console variable (r.raytracing.nanite.mode) :)
is this only when using ray traced shadows? ray tracing
Hello, is there a console command that turns 'On' Nanite on all meshes? And is there console command that turns 'Off' Nanite on all meshes?
there is! its r.nanite 0
i dont recommend this as its not only a very "Scorched Earth" solution, if your scene has a high possibility of crashing. in the event you do want to use this Cvar make sure you have LODs set up on your static meshes
very good, tnk
Excellent!
this doesnt help for a videogame case because it essentially disables the nanite and there goes the performance boost that comes with it. and if you would use it for a sequencer movie/offline render then just disable nanite in the mesh and it is solved easier than struggling with cvars like here
I see your point, I do mention that these have an impact on performance and you would need to tune them to your needs specifically for that reason if you are dead set on using standalone raytracing, in a video game, I personally think lumen is a much better choice for a game. As for cinematic and offline rendering which this video is for, a common practice we have in order to solve LOD pop issues is to offset the LODs to stay as LOD 0 for a longer distance, which is sort of what we are doing here, disabling nanite is pretty destructive to the rest of a project as it’s common to change lighting methods at times and using the command to disable nanite more often than not crashes your entire scene if it’s really heavy. A lot of my time as a look dev and lighting artist is using cvars to fine tune a cinematic, especially for hair, which is why I’m happy you can now add cvar presets to the MRQ. We generally also don’t write these into the configs since the project is shared between many departments.
Thank you!
Cool vid, but audio is waaay too quiet. Like 1/4 of the volume of other videos I watch on youtube and also try bumping up a bitrate (I think? or res if you didn't record in 1080p) because the fonts are really blury. Thankfully still readable, but have a lot of artifacts. Good luck!
Thanks for the feedback! i'll work on this :)
Yeah so whg not just disability nantie overall? Would be much easier
Try out to just disable raytraced shadows in your lights and just rely on lumen. No more artifacts and nanite works well.
Definitely! The reason you would want to use raytracing at times is due to the shadow quality for cinematics. Raytraced Shadows vs Virtual Shadow maps, raytracing currently wins, im hoping they solve this soon as technically nanite doesn't work well with legacy shadow maps (which raytracing uses)
@@DanielLanghjelm yeah i agree with you, there are definitely times where raytraced shadows are great, but in many of those cases i wouldn't use nanite either. compared to static meshes, you loose out some quality aswell. In my own work, just going lumen is often way good enough!
@@oskarwallin8715 yeah 100% agree, i mostly stick to lumen in my personal work and mainly light characters with raytraced lights if necessary. In a production setting though often times you'd have separate teams that will utilize nanite, and when it comes to the lighters, knowing how to use raytracing without issue comes in handy if the studio is dead set on using it. This video is mainly for that or for anyone wanting to use raytracing with nanite, other wise to nanite or not to nanite is the question
:)
Thanks Bro!!!!!
yaaaaaasss!!!!!
baking the light will remove weird shadows.
Yeah, a bit pointless as you’re negating nanite almost entirely. I wouldn’t advise using this approach. The old method (number 3) is still the best solution for this frustrating problem.
Hi! But is bringing down the fallback mesh to 0 not also a way of negating the nanite effect?
@@nematelier1379 no nanite keeps loading it's polygons normally even if the fallback mesh is 100% identical to it
Mmmh pretty sure they have a point. It must affect nanite performance if you do that…
I hope you have learned to handle your audio volume in other videos you may create, this was way too low.
Subed
1000th view, Thanks
🎉 thank you!!!!
And 100th subscribers :)
Honestly amazing 😮🎉