Reputation: 896
See this JS fiddle for my code. As you can see, there is a gap between the object and the shadow. This works no problem with spot lights. Anyone have any idea how I can fix this?
Key snippets:
//MATERIAL
var material = new THREE.MeshLambertMaterial();
var terrainMaterial = new THREE.MeshStandardMaterial();
//GEOMETRY
var geometry = new THREE.BoxGeometry(100, 100, 100, 10, 10, 10);
var terrainGeometry = new THREE.PlaneGeometry(10000, 10000, 100, 100);
var mesh = new THREE.Mesh(geometry, material);
mesh.position.z = -500;
mesh.position.x = -100;
mesh.position.y = -50;
scene.add(mesh);
var terrain = new THREE.Mesh(terrainGeometry, terrainMaterial);
terrain.rotation.x = -90 * (Math.PI / 180);
terrain.position.y = -100;
scene.add(terrain);
// pointlight
var light = new THREE.PointLight(0xffffff, 2.0, 1200);
scene.add(light);
var pointLightHelper = new THREE.PointLightHelper(light);
scene.add(pointLightHelper);
light.position.y = 100;
light.target = mesh;
light.castShadow = true;
light.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 100, 1, 500, 1000 ) );
light.shadow.bias = 0.0001;
light.shadow.mapSize.width = 512;
light.shadow.mapSize.height = 512;
scene.add(light);
mesh.castShadow = true;
terrain.receiveShadow = true;
Upvotes: 1
Views: 742
Reputation: 104833
The "shadow camera" is actually 6 perspective cameras, each with a 90-degree field-of-view (fov). So if you want to modify the shadow camera, you must not change the fov.
light.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 90, 1, 500, 1000 ) );
three.js r.92
Upvotes: 1
Reputation: 5036
Try using a smaller bias value.. try moving the light closer or away and see how that changes things.. try cranking shadow res to 1024 or 2048...
Upvotes: 0