#okay so its normal now but not all the
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Your stone have an open backside, that doesnt throw shadows by default.
You can change that by having a look into the Cliffs Mesh renderer and change "cast shadows" to two sided
kinda fixed it? it somewhat fixed one area but not at all the other
that lines in the shadow may come from the "bias" setting in your light
oh okay, ill also rebake rq to see if it fixes everything
could it still be that even though it goes away when i go away?
also this is my bias
You can change it to custom, to adjust the settings in the light.
Or you change the bias settings in your freshly created Render Pipeline asset.
@trail void The original problem would likely be fixed by tweaking the directional light's near plane setting
turns out it was shadow distance, so everything but this is fixed
could a immision map aslo cause it?
What do you bean with "this" ? ^^
the screen shot, same problem as before
Ah i see. the light in the indoor? ^^
yes
i guess your ceiling is not set to two sided shadow?
yep! completly fixed! thank you so much, now i gotta go to bed as its 12:30 am and i have school in the morning lol
Nice ๐ Good night
gn
I'm not following what other problems were accrued but this #archived-lighting message looks most clearly like a directional light near plane issue
we somehow fixed it by creating a new render pipeline asset. 
I recall the is in some ways cascade dependant
with these settings I assume it only occurs in the first cascade which has quite a useless length of 1.34
The trees had shadows but the ground had not because they were made of different sized polygons
When the near plane cutoff issue occurs, big and stretchy polygons are most affected