In my current scene, I have incorporated two collada objects along with a directional light setup. The first collada object resembles a plane, while the second one consists of multiple boxes.
Upon rendering the scene, it seems that certain "side" shadows are appearing distorted, although the shadows cast on the ground appear to be rendered correctly.
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After investigating the issue further, I suspected that it might be related to the collada files themselves. To test this theory, I added a basic cube (the larger one above all) to the scene, but unfortunately encountered the same shadow rendering problem.
If anyone has any insights or solutions to this issue, I would greatly appreciate it.
I am currently using the latest revision of three.js (r71) and have tested the scene on Google Chrome and Mozilla Firefox (MacOS). Despite experimenting with various shadow-related attributes of the directional light, I have not been able to resolve the problem. I have not delved into shadowCascade attributes since they are not being used in my setup. Additionally, I have played around with renderer's shadow settings without much success.
Below is my configuration for the directional light:
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.target.position = THREE.Vector3(0, 0, 0);
directionalLight.position.set( 250, 500, 250 );
directionalLight.castShadow = true;
directionalLight.shadowCameraNear = 100;
directionalLight.shadowCameraFar = 1000;
directionalLight.shadowMapWidth = 2048;
directionalLight.shadowMapHeight = 2048;
directionalLight.shadowBias = 0.0001;
directionalLight.shadowDarkness = 0.5;
directionalLight.shadowCameraLeft = -300;
directionalLight.shadowCameraRight = 300;
directionalLight.shadowCameraTop = 300;
directionalLight.shadowCameraBottom = -300;
directionalLight.shadowCameraVisible = true;
Both my collada objects and the shadowCamera bounds are relatively large in size.
As for the renderer setup:
renderer = new THREE.WebGLRenderer( {antialias: true} );
renderer.setClearColor(0x222222);
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
Here is another perspective of the scene, mainly showcasing the lighting arrangement.
EDIT: Below is a snippet of additional information:
var container;
var camera, scene, renderer, controls;
var particleLight;
scene = new THREE.Scene();
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 300, 100, 0 );
// Controls
controls = new THREE.OrbitControls( camera );
// Cube
var geometry = new THREE.BoxGeometry( 100, 100, 100 );
var material = new THREE.MeshLambertMaterial();
var cube = new THREE.Mesh( geometry, material );
cube.position.y = 50;
cube.rotation.y = 0.8;
cube.castShadow = true;
cube.receiveShadow = true;
scene.add( cube );
// Plane
var planeGeometry = new THREE.PlaneBufferGeometry( 300, 300, 300 );
var plane = new THREE.Mesh( planeGeometry, material );
plane.position.set( 0, 0, 0 );
plane.rotation.x = -1.6;
plane.castShadow = true;
plane.receiveShadow = true;
scene.add( plane );
// Light
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.target.position = THREE.Vector3(0, 0, 0);
directionalLight.position.set( 250, 500, 250 );
directionalLight.castShadow = true;
directionalLight.shadowCameraNear = 100;
directionalLight.shadowCameraFar = 1000;
directionalLight.shadowMapWidth = 2048;
directionalLight.shadowMapHeight = 2048;
directionalLight.shadowBias = 0.0001;
directionalLight.shadowDarkness = 0.5;
directionalLight.shadowCameraLeft = -300;
directionalLight.shadowCameraRight = 300;
directionalLight.shadowCameraTop = 300;
directionalLight.shadowCameraBottom = -300;
directionalLight.shadowCameraVisible = true;
scene.add( directionalLight );
scene.add( new THREE.AmbientLight( 0x555555 ) );
renderer = new THREE.WebGLRenderer( {antialias: true} );
renderer.setClearColor(0x222222);
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
var clock = new THREE.Clock();
function render() {
var timer = Date.now() * 0.0005;
camera.lookAt(new THREE.Vector3(0, 0, 0));
renderer.render( scene, camera );
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
Your assistance is highly appreciated.