Reputation: 323
I am creating 3D rooms with Three.js. I have used MeshLambertMaterial as wall materials. When I add a PointLight into the room it is working properly. But when I add another bulb outside of the room it it not working.
var cubeMat = new THREE.MeshLambertMaterial({ color: 0xD3D3D3, side: THREE.DoubleSide });
Here is a reproducing test-case:
var camera, scene, renderer;
init();
animate();
var bulbLight;
var bulbLight2;
var bulbLightDirection = 1;
function addLights() {
var bulbGeometry = new THREE.SphereGeometry(0.02, 16, 8);
bulbLight = new THREE.PointLight(0xffee88, 2, 100, 2);
bulbLight2 = new THREE.PointLight(0xffee88, 2, 100, 2);
var bulbMat = new THREE.MeshStandardMaterial({
emissive: 0xffffee,
emissiveIntensity: 1,
color: 0x000000
});
bulbLight.add(new THREE.Mesh(bulbGeometry, bulbMat));
bulbLight.position.set(-0.5, 0.6, -1.5);
bulbLight.shadow.camera.near = 0.01;
bulbLight.castShadow = true;
scene.add(bulbLight);
bulbLight2.add(new THREE.Mesh(bulbGeometry, bulbMat));
bulbLight2.position.set(-0.5, 0.6, -1.5);
bulbLight2.shadow.camera.near = 0.01;
bulbLight2.castShadow = true;
scene.add(bulbLight2);
var hemiLight = new THREE.HemisphereLight(0xddeeff, 0x0f0e0d, 0.02);
scene.add(hemiLight);
}
function addFloor() {
var floorMat = new THREE.MeshLambertMaterial({ color: 0xD3D3D3, side: THREE.DoubleSide });
var floorGeometry = new THREE.PlaneBufferGeometry(20, 20);
//floorGeometry.computeFaceNormals();
//floorGeometry.computeVertexNormals();
var floorMesh = new THREE.Mesh(floorGeometry, floorMat);
floorMesh.receiveShadow = true;
floorMesh.rotation.x = -Math.PI / 2.0;
scene.add(floorMesh);
}
function addWalls() {
var cubeMat = new THREE.MeshLambertMaterial({ color: 0xD3D3D3, side: THREE.DoubleSide });
var boxGeometry = new THREE.BoxGeometry(0.1, 2, 5);
//boxGeometry.computeFaceNormals();
//boxGeometry.computeVertexNormals();
var boxMesh = new THREE.Mesh(boxGeometry, cubeMat);
boxMesh.position.set(0.1, 0.25, -0.5);
boxMesh.castShadow = true;
boxMesh.receiveShadow = true;
scene.add(boxMesh);
var boxMesh2 = new THREE.Mesh(boxGeometry, cubeMat);
boxMesh2.position.set(0.5, 0.25, 0.5);
boxMesh2.castShadow = true;
boxMesh2.receiveShadow = true;
scene.add(boxMesh2);
}
function addControls() {
var controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0, 0);
controls.update();
}
function init() {
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.x = -4;
camera.position.z = 4;
camera.position.y = 2;
scene = new THREE.Scene();
addLights();
addFloor();
addWalls();
renderer = new THREE.WebGLRenderer();
renderer.physicallyCorrectLights = true;
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMap.enabled = true;
renderer.toneMapping = THREE.ReinhardToneMapping;
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
addControls();
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();
bulbLight.position.x += (bulbLight.direction === 1) ? 0.01 : -0.01;
if (bulbLight.position.x > 1) bulbLight.direction = 0;
if (bulbLight.position.x < -1) bulbLight.direction = 1;
}
function render() {
renderer.render(scene, camera);
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
What is wrong here ?
MeshPhongMaterial gives the same result. But working with MeshStandardMaterial
Upvotes: 0
Views: 1955
Reputation: 104763
What you are seeing are self-shadowing artifacts due to the fact that you have both receiveShadow
and castShadow
set to true
for your mesh.
Self-shadowing artifacts can be reduced by adjusting light.shadow.bias
. Unfortunately, doing so can cause other artifacts.
Shadows can be tricky. I suggest you google the topic and make sure you understand all the issues involved.
Also, MeshLambertMaterial
is limited in how it handles shadows. I would use MeshStandardMaterial
if you have an environment map, or MeshPhongMaterial
otherwise.
three.js r.87
Upvotes: 1
Reputation: 28462
It looks like you may have found a bug with MeshLambertMaterial
where it's miscalculating multiple shadows. I played with your code for a while, and from the looks of it, the material is performing a multiply operation, where it only illuminates where both lights shine, but not when only one shines:
1 x 1 = 1;
1 x 0 = 0;
0 x 0 = 0;
In reality, lights should be calculated in an additive way:
1 + 1 = 2;
1 + 0 = 1;
0 + 0 = 0;
The only solution I found was changing the walls and floor material to MeshPhongMaterial
. Also, you probably don't need THREE.DoubleSide
on the walls.
var floorMat = new THREE.MeshPhongMaterial({ color: 0xD3D3D3, side: THREE.DoubleSide });
var cubeMat = new THREE.MeshPhongMaterial({ color: 0xD3D3D3 });
Upvotes: 1