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landscapeTerrain shadow casting and selfshadowing roadmap


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Hi, for the moment this object doesn't cast shadow, neither from base tessalated geometry nor detailled subdivided one, this is a known limitation, which sometimes can be worked around with invisible grid of shadow caster meshes, but this is a very cumbersome workflow. So,

are there plans in the roadmap to upgrade this behavior and support real cascading shadow map (or virtual shadow map)?

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Hello!

9 hours ago, romain.janil said:

Hi, for the moment this object doesn't cast shadow, neither from base tessalated geometry nor detailled subdivided one, this is a known limitation, which sometimes can be worked around with invisible grid of shadow caster meshes, but this is a very cumbersome workflow. So,

are there plans in the roadmap to upgrade this behavior and support real cascading shadow map (or virtual shadow map)?

Yes, it is a well-known limitation and we are fully aware of it. We have acknowledged the need to address this particular feature, but at the moment, it holds a lower priority compared to other pressing matters that require immediate attention. The current roadmap regarding this feature remains up-to-date, and it is unlikely to be altered in the near future.

I will make an effort to escalate the priority of this issue on our internal bug tracker. Please note, however, that I cannot guarantee that this will directly impact the speed of implementing the feature. Nevertheless, by raising the visibility of the problem, it may potentially contribute to expediting the process of adding it to the engine.

Thanks!

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