Hello there friends, I've discovered a fantastic library for procedural terrain generation called https://github.com/IceCreamYou/THREE.Terrain. I'm excited to incorporate this into my code!
Insert your code below:
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight,0.01, 100000);
camera.position.set(50, 10, 50)
camera.position.z = 10
const renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.setClearColor(0xcccccc, 1.0);
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const controls = new THREE.OrbitControls( camera,renderer.domElement );
controls.screenSpacePanning = true;
const sceneMeshes = [];
const axesHelper = new THREE.AxesHelper( 1000 );
scene.add( axesHelper );
axesHelper.position.y = 0
const shadowLight = new THREE.DirectionalLight(0xffffff, 0.6);
// Set the direction of the light
shadowLight.position.set(150, 350, 350);
// Allow shadow casting
shadowLight.castShadow = true
// define the visible area of the projected shadow
shadowLight.shadow.camera.left = -400;
shadowLight.shadow.camera.right = 400;
shadowLight.shadow.camera.top = 400;
shadowLight.shadow.camera.bottom = -400;
shadowLight.shadow.camera.near = 1;
shadowLight.shadow.camera.far = 10000;
// define the resolution of the shadow; the higher the better,
// but also the more expensive and less performant
shadowLight.shadow.mapSize.width = 2048;
shadowLight.shadow.mapSize.height = 2048;
// to activate the lights, just add them to the scene
scene.add(shadowLight);
const animate = function (){
requestAnimationFrame( animate );
renderer.render( scene, camera );
};
animate();
Normal Scene Please lend me your expertise for my project.