So, I am working on making an option for Divine Voxel Engine to use Babylon’s built in materials. And so far it is going pretty all right.
But I am having a problem with the faces with negative normals or normals facing away from the light appearing totally black.
You can see here it looks fine:
But then looking at it from the west it appears all black:
The nomrals for the west are set to:
normals.push(-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0);
Is there something I missing here? Is there just an option I can disable to get rid of the vertex normal shading?
The light is set to be:
const light = new BABYLON.DirectionalLight( "light", new BABYLON.Vector3(-1, -1, -1), scene ); const shadowGenerator = new BABYLON.ShadowGenerator(1024, light,true); shadowGenerator.darkness = .3; shadowGenerator.usePercentageCloserFiltering = true; shadowGenerator.usePoissonSampling = true; shadowGenerator.filteringQuality = BABYLON.ShadowGenerator.QUALITY_MEDIUM;