Fixing the Ugly Shadow Issues in Unreal Engine 5
With UE5 finally released, I've noticed a lot of users are struggling with some wonky shadows in the engine. This video helps shed a bit of light on why that is, and how to fix these problems.
We have three solutions. One simple one, one with a console variable, and a third that is more of a last resort type of fix.
Console Variable for solving buggy shadows: r.Raytracing.Shadows.EnableTwoSidedGeometry 0
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Timestamps:
00:00 - Intro
00:23 - Solution #1
01:02 - Virtual Shadowmaps vs. Raytraced Shadows
01:36 - Solution #2
03:12 - Solution #3
05:11 - Recap
05:33 - How Nanite works with raytracing
06:33 - Outro & Thanks
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To be absolutely clear, when I mention that the nanite fallback mesh has its normals flipped, this is not a fact, I meant it just as a way to describe what we’re seeing, in the hopes of clarifying the result we're seeing with raytraced shadows.
@codeFriendlyART
2 жыл бұрын
To be honest it kinds of feels like a bug. In the sense that it is like if the system still be attempting to render shadows pertaining to the 'fall back' nanite resolution, when in fact there is really no need to attempt doing so, given nanite is being supported by the hardware at the time being (in your particular system for example) and fully working. So in that regard, I would not really know if it is 'not a bug'. Like maybe it is not in the sense of it's functionality but maybe yes in the sense that it should not be attempted to be rendered if not really needed.
@WilliamFaucher
2 жыл бұрын
@@codeFriendlyART Totally hear you. I’d say it’s more of a “known limitation “ of nanite when using raytraced shadows. They’ve mentioned this in their livestreams, they know this happens, they’re aware, and I’m sure they’re working on improving this.
@GencoUney
2 жыл бұрын
I think the fallback mesh is visible to the ray tracer but not to the camera. Hence hard shadows on the negative space in between.
@abdufatikhovich
2 жыл бұрын
G'day Mr. William. I need a recommendation from you. Now I can buy maximum GTX 1070ti for architecture in Unreal Engine. Should I buy it and use software lumen or collect some money and buy cheaper RTX card for hardware lumen in order to get better results. I watched some videos where I have seen some advantages of hardware lumen . P.S. I need the best and realistic results in my UE renders.
@Hyrppa95
Жыл бұрын
What is actually happening is because the fallback mesh has lower polygon count, some parts of it are closer to the light than the nanite mesh. This causes the nanite mesh to be occluded by the fallback mesh. There is no one size fits all solution for this kind of a problem.
Quality of these videos is through the roof! Thank you!
@WilliamFaucher
2 жыл бұрын
Thank you!
I just ran into this problem and here you are with the solution I'm looking for. Thatk you so much!
Your channel is a gold mine, and I greatly appreciate not only that you show your processes, but that you explain the more and sometimes nuanced concepts behind *why* something is occurring.
@christopherrobin7984
2 жыл бұрын
Absolutely agree with this. Teaching us to both use the engine and simultaneously also understand it.
This stuff has been such a big initial hurdle for me being new to the engine. Understanding how your hardware, project settings, and assets used all need to work together. It hasn't been as out of the box for me as the engine is advertised, so thank you so much for the detailed explanations in these videos!
@nokander
5 ай бұрын
Out of the box visualization software very seldomly produce such photorealistic output as UE5 and offer very few customization possibilities. The learning curve for UE5 isn't that steep thanks to KZread tutorials, but ironing out these little details can sometimes be a challenge. There's never any short cut, not even AI offers that, as of now.
Informative and easy to understand. Thanks for top notch quality as always William!
William, thanks for all this information. I faced so many of this issues in Unreal and was really frustrated that those wouldn't have a fix. And it is also great to know what is causing the issue. Keep it up and thanks again.
oh man. was scratching my head on how to even search for a solution to this problem and by magic you came along and sorted it out. Thank you!!!
Always a life saver - thank you! As usual, you give us not just effective (& accurate) solutions, but explanations for why the problems happen and the fixes fix them. 100% awesome. TY!!
You are really good William. No one else is doing videos as in deptha dn well explained as you. Thanks for fixing this issue for me.!!!
Your videos have been ESSEEEENNNTTTIAAAALL to understanding the changes in UE5 - and have saved me hours of headache. Cant thank ya enough.
I also found that increasing r.RayTracing.NormalBias to 5-10 fixed the shadowing on these organic, rocky nanite meshes, seemingly without any performance impact or quality loss (at least I havent noticed in my scene). EDIT: '' The setting is determining the distance away from the surface where the ray begins. Normally, the ray would begin right at the surface, but you can use this setting to push that beginning location away from the surface in the direction of the normal. The higher you set this, the less accurate results you'll get with reflections and shadows. I imagine it will cause the "Peter Pan" effect where shadows don't connect to their casters if you set it too high. '' - Ben Clover, Unreal shader guru
@re5128
2 жыл бұрын
I realized that a lot of small shadows of the geo will be missing with changing the Normal Bias.They just dont show up
@jackywong4481
2 жыл бұрын
It lose self shadow detail a little bit, but acceptable in game play, this parameter will also bend RT reflection result, so be careful to tweak it.
@ColoraceCG
2 жыл бұрын
And help you command bias of Lumen
@WilliamFaucher
2 жыл бұрын
Yeah this is not a solution I can recommend because it massively affects contact shadows, and that is no bueno. Of course, if it helps your situation go for it, but it's not something I would actively try doing. For games, sure maybe. Cinematics? Absolutely not
@ColoraceCG
2 жыл бұрын
@@WilliamFaucher UE game engine
Thank you for your tutorial on shadows. Yet again, your vidoes provide a learning point for my team. W have always been a fan of your videos, and we truly thank you for you content.
Wow thank you! I ran into that problem with multiple light sources, I found a solution by enabling dynamic shadows (if I remember correctly) only for one of the light sources (sunlights). It was solved. Super happy to see other smarter options!
@WilliamFaucher
2 жыл бұрын
Cheers! Glad it helped!
Fabulous! I just encountered this problem on my first serious foray into UE, and you solved it immediately.
William - thank you. I'm a big fan of your tutorials. So well done.
Thanks William! Please keep these great tips coming.
Just started my unreal journey with unreal sensei s intro tutorial then i found another video that linked to you and 2 other channels and i saved you both in my bookmarks, then I wanted to see how my first scene looks with ray tracing and encountered this problem, searched on google and second option was this video and now i see you are the guy from my bookmarks, thanks a lot and looking forward to learn this software with your help included, thanks a lot again i went with the second option as it seems to resolve the problem the best, the third one still left weird small shadows when i would zoom out
Thanks for this! There are some other fixes in the comments along with how to edit your ini file. Unreal seems to have quite a few technical gotchas and I really appreciate William's post here on KZread.
Thank you, bud! Your tutorials are nice as I navigate this landscape. Would love to see some tutorials regarding day/night cycle.
I have to say as a level designer not everything you talk about is useful especially when it comes to the render queue but everything else has been immensely helpful and I always look forward to your next video. Great work and keep them coming
@dogzillal
2 жыл бұрын
@A-fxs u should take a look at williams nanite video, he explains why based off how nanite works at least for why it doesnt work for nanite but the material not showing i assume has something to do with it being a mask
Thank you so much, I searched a lot for this and your videos are amazing.
William you still saving my projects. Thank you very much for real. God bles you man
Amazing William! I've discovered that using the second solution, you can turn on the "Two Side" option of the material and it will cast shadows on both directions. For me this is the best solution.
Super useful as usual! Merci William!
Thank you, William, for your work! This video helped a lot of people!❣
Love your vids. So nice to have some intelligent understanding below just the surface do this do that.
You are the best out there for all of this stuff. Love your videos. Thank you so much.
Thank you for all the helpful tutorials!
Man, you saved my life about "Fallback Relative Error 0". Thank you so much. I always watch your content.
Incredible ! So clear ! Thank you for your explanation !
Solution #3 was the best for me, thank you very much!
Very helpful my dude, thanks for this!
The fact that such a professional tool like Unreal Engine has issues with basic elements like shadows right at the beginning of a project creation surprises me.
@weightednormal3682
17 күн бұрын
Forcing everyone into Lumen and Nanite with no easy opt-out was brutal
Thanks William.. always on time. Exactly what I wanted.
This came in clutch William, thank you so much for this!
@WilliamFaucher
2 жыл бұрын
Glad to hear it man! Cheers!
THANK YOU! I was going nuts trying to figure out the issue.
Kudos to you and your school of learnings Mr William Faucher. I tip my hat to the classy, useful and enjoyable experience you and your tutoring gifts.
Thanks for an insightful and extremely helpful explanation.
amazing thanks a lot! I do not only know how to "fix" it, but what's actually happening! That helps a lot, also in choosing the solution. I'll go for non-ray-traced shadows for the beginning and see if I run into any issues and then go from there! Thanks, perfect infos!!
Thank you for taking the time to explain this.
Thank you! Very well explained.
First video i seen of yours. Thank You :3
William, every time the "pop" sound comes up, Im thinking of opening a bottle of wine. I love it! I enjoy your videos! 🙏
Really helpful , thanks Fauch
Cheers man, this was very helpful
Yes! Yes! and Oof! This was a rough one. And thanks for the solution... As always you are ahead of the ball! Solution #2 helped 75% of my scene. For the remaining, I turned off the nanite.
Thanks for that! Just what i needed!
Thank you so much. I came across this issue for the first time last night and found my way over to the Fallback Mesh setting myself, so I must be getting better. :). Doesn't fix it completely, and not my favorite solution but I guess it is what it is.
Hey William, Great explaination about the fallback mesh. Here is another thing which have solved this issue for me without going through every nanite mesh to change the relative error. In 5.1 this cVar also fixes the shadow issue but is prone to crash sometimes when you test - r.raytracing.nanite.mode 1 And thanks a lot for putting in so much time and effort to create these videos. Great content !!
omg thanks, your tutorials are amazing
Firstly, you're a legend. Secondly, someone on a forum had suggested that in the console command, if you set raytrace normal bias to 5, it fixed the issue as well. I've tried it, and that works too.
@WilliamFaucher
Жыл бұрын
That does work too! But. Major but. That variable affects contact shadows, or smaller higher frequency ground shadows and as a result I cannot recommend that approach
Will, I really appreciate these videos!
@WilliamFaucher
Жыл бұрын
Thanks so much!
Great video, thanks man!
We really need you to make a full UE filmmaking course, man. Hoping to see this sometime in the future.
@avistryfe4534
Жыл бұрын
Thatd be a dope 4000 hour video.
straight to the point, thanks a lot!
Good man. Thanks for this!
Another great tip. Thank you!
Great stuff. Thank you!
Great, this fixed several meshes for me! Thanks a lot
Thanks, this video totally helped me understand why the error is happening. In my case I opted for turning off double-sided at the moment (since I'm really not using it for now in my current scene) however, I would like to try better the nanite fallback instead. I think in my particular case is not working for some meshes, and I suspect is because they doesn't have appropriate default scale values while imported (I will edit them in the 3D App to rescale to appropriate values and re-try). I'm suspecting this because of your analysis, huge thanks. [Edit] So here is my findings regarding the 3rd method solution (nanite settings) - Your proposed solution totally work in my case provided: The mesh is in a reasonably close distance from the camera _and_ that it's size does not either go less than 3 in scale. If you go out of that scaling range you start seeing artifacts even when the 'fallback relative error' is set to zero. Then, regarding how close to the camera also do affect. If the mesh starts getting far away from the camera, it seem then nanite will simplify the mesh too much or something and you'll get to see the shading artifacts again. Other than this, the only fully working fix is turning off the double sided shading indeed. As this fix is not dependent on nanite changes in resolution or meshes changes in scale, with that one the problem just goes away, but obviously then you loose the double sided shading capability in turn. Hope this info helps around and thanks again.
Thank you very much for your explanation. that really helped me out. Have a good day sir.
sir you're a legend, great video!
There are lots misdirecting solutions on the internet about it . Most of them are about the UVs and no one seems to know why. This one clears of everything in an instant. Thanks
@WilliamFaucher
2 жыл бұрын
Thanks! UVs?? I’ve never even considered that, is there any substance to that solution? Does doing something to the UVs even do anything? Genuinely curious
@maxer167
2 жыл бұрын
@@WilliamFaucher They try to solve that by proper uv setups which does not seem to work(read in forums ) . there are just rumors going on . actually no one understands the correct solution. You solve it just with a click
Subscribed. I always subscribe to channels that DON'T beg me to subscribe before they've even given me any useful information. This channel is gonna be huge one day because you're in it to actually give us useful information, not to use us and clickbait us for money.
Actually i was using the second one that for archviz works perfect! but now i see we can have 2 more options, thank you for this 3 solutions!
@WilliamFaucher
2 жыл бұрын
It's so great to have a series of options to choose from! Helps us artists in production for sure :)
Bro, THIS is a game changer. Thank you very much. I was about to tear my hair out after not finding a solution for several days.
@WilliamFaucher
2 жыл бұрын
Cheers! Happy to help!
Dho, I didn't even know that thidh problem ekdhidhted, but I guedh thidh idh a good tutorial on thidh problem. Well done. 👍🏻
Great! Thank you!
thank u so much for this solution, i badly need it .
You saved my mental health, thank you very much!
wow..... very interesting and impressive analisys.... your conclussions sound quite accurate. In my case I migrated a 4.27project and "cast Ray traced shadows" set to "use project settings" was a pain in the a... But switching it to "disable" works fine for a few Still Images
Straight to the point...❤
one and proper video to fix the issue, thanks you
thank you, great video
clutch video - thank you so much!
Thank you!
thanks! helped me so much.
I love you, thanks for this video!!
Man you're solving theese faster than the devs. I'm porting a vr animation proyect to unreal 5, and kinda lost in the engine being honest. (monoscoping rendering). Thanks to your recent videos, I think my team and i can actually deliver the short.
that bit you explained the inverted normal reason for tyhis phenomenon blew my mind, how do you even know this knowledge!!!!!
Great to know thanks!
Thanks mate!
Thank you!!
thank you so much!
Сколько лет, сколько зим! ) Заждались! Спасибо!
*This video save my life, thxs!!*
Thank you boss!
thanx for everything. you are great
Thanks as always for the golden debug guide!
@WilliamFaucher
2 жыл бұрын
Cheers Maria!
thank you so much , before this video I just disabled nanite for my assets for fix this issue but thank you so much 💕
Hi William, could you make a video on creating displacement in landscape shaders or meshes with vertex painting? Now that tesselation based displacement is gone, it's kind of problematic to get displacement with vertex painting or multi material meshes.
@innxcence
2 жыл бұрын
YESpleasseee
@epicantyock4331
2 жыл бұрын
Agree!
@germanmairen
2 жыл бұрын
It's exactly what I was gonna ask. How to use displacement maps in UE5? (im coming from Octane and C4d and it's pretty easy there)
@willking6423
2 жыл бұрын
It's hidden in the bridge. The UI of the three lines at the bottom right.
@spawn6000
2 жыл бұрын
yesssssss
it worked!) thanks
really I learned from you alot you are geniune I want to join your channel to support you thank youu
You're a god. Thank you William!
actually, you solved my 5 day suffering (with that fallback relative error) many thanks :)
Great job! I just broke my head how to get rid of these spots while maintaining shadows raytracing.
Good gravy thank you for this video. I was pulling my hair out over this issue today.
Thank you for your work William. Do you know why the folliage is blurry and ghosting in ue5 as soon as we add some wind?
I love you, man