HDR Environment and shadow casting


I have a scene that I’m lighting with an HDR environment texture on scene.environmentTexture.

I also want to cast shadows using the ShadowGenerator.

Adding a directional light only to cast shadows will modify the scene’s lighting in an undesirable way. So my question is, what would be the best way to use the light from HDR texture in the scene, while also casting shadows on meshes?

The idea could be to exclude the light for your mesh with HDR and includes only the meshes that will receive the shadows?

It makes sense :slight_smile:
however, my scene is a building with no roof, so I need the walls to both cast and receive shadows. the only thing I could exclude from casting shadows is the ground :slight_smile: