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![]() This is controlled by the Penumbra Mode and Filtering Mode parameters per each light source. You don't have to bake shadows to achieve the soft shadows effect. Use the Shadow Mode to decide whether the surface is static or dynamic. ![]() By using the Mixed mode you can combine baked shadows from static geometry and realtime shadows cast by certain dynamic meshes. The Mixed or Static Shadow Casting Mode of a light source filters the surfaces that cast shadows from it. ![]() Apparently, moving lights should be Dynamic, we can't precompute shadows cast from a moving light source. All light sources can be either in Dynamic or Static mode according to which it is decided if shadow maps are computed in real time or saved in an asset, thus significantly reducing the number of polygons rendered each frame. Shadows are cast using a commonly used technique called Shadow Mapping. When it comes to light baking (including shadows), UE4 workflow implies using Lightmaps.Ĭonsidering the concept of realtime and precomputed shadows, UNIGINE provides both types of shadows from light sources. In UE4, light sources can be Static, Stationary, actors have the same modes. Show older versions >|Hide older versions << UNIGINE 2.16.1 (Latest) (Unsupported SDK). |
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