This recipe is quite short, but too sweet to be just a quick tip. Besides what was discussed in the previous recipe, there is a further pre-computed shadow type that is off by default. The full name for it is a signed distance field baked shadow. But what does that mean? UDK has this method built into its dominant lights, and once enabled it replaces the native shadows. Besides being distance based, a key difference is in the compactness of the information stored. The technology is derived from Valve's Alpha Tested Magnification and effectively stores the lighting information in the separate RGB channels of a texture. For more information, explore Valve's paper, which discusses limited texture artifacts: http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf.
Open the provided scene Packt_08_LightEnvironment_DEMO.UDK. This is the same scene as was used previously. Roll the camera over some area of the ground where the trees are casting shadows.
The distance field method gives us a cheap shadow type that is good for sharp, detailed shadow situations. The downside is that we don't have a penumbra or Falloff we can access, and the calculation is from the camera, not distance from the base of the object. If you must have shadow penumbras, try using a DirectionalLightToggleable, which can do those, but is more expensive over a whole scene. Penumbras are covered in depth in the next topic.
Overall, we have a few ways to generate shadows in UDK (static shadows, dynamic shadows, composite shadows, and cascaded shadows). Until there's an uber lighting solution, it is enough for most cases.
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