Cast shadow issue where erything is well set

hi,
can someone help me in this example why there’s no casted shadows ?

thanks

First I checked the light frustum - Inspector > shadowLight > Debug > Display frustum, which hints that the default Z bounds are too large.

So I set:

shadowLight.autoCalcShadowZBounds = true;
shadowGenerator.normalBias = 0.02;
shadowGenerator.darkness = 0.5;
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Aww Intej beat me to it…

Champions :slight_smile:
thanks @inteja & @Pryme8

however what can you advise me for a better light setup for this scene ? i want something close to v-ray render that gives blurry shadows while using skylight … not sharp shadows ? :open_mouth:

and maybe an invisible ground that receive only shadaow to not feel like the scene is flying ?

something like :saluting_face:

You can use a shadow only material

And for softer shadows you’ll need to play around with the different shadow types and settings, ensuring performance remains adequate for your target platform. I’d use the Inspector to just try out each shadow type, to see which ones you prefer.

You should also look into SSAO screen space ambient occlusion and global illumination.

I understand the upcoming Babylon.js 8.0 will also have some support for area lights.

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For something like that I would bake the lightmaps.

Unless you need it to be dynamic.

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Also, this page of the documentation could help you dealing with shadows:

thanks you guys , verry intuitive and helpfull :heart:
@Evgeni_Popov
@inteja
@Pryme8