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;
Thank you!
-Luke