Iβm a bit stuck with shadows.
At work we build a interactive apartment picker.
up until now we have been using a normal shadow generator, which works well for smaller < 500m scenes.
But now we wanted to expand our scenes to get more from the surroundings. which has lead to the shadow map being 2048x2048 and our scene size is 10 000m x 10 000m
I did some reading and cascade shadow maps seems the way to go.
But I get all these strange moirΓ© pattern artifacts.
Here you can try it out
This is the conf Iβm using for the generator
this.shadowGenerator = new CascadedShadowGenerator(2048, this.sunLight, true)
// this.shadowGenerator.shadowMaxZ = 500
// You can greatly improve the shadow rendering (depending on your scene) by setting autoCalcDepthBounds to true, at the expense of more GPU work.
this.shadowGenerator.autoCalcDepthBounds = true
this.shadowGenerator.lambda = 0.7
// this.shadowGenerator.cascadeBlendPercentage = 0.05
this.shadowGenerator.depthClamp = true
this.shadowGenerator.stabilizeCascades = false
this.shadowGenerator.filter = ShadowGenerator.FILTER_PCF
this.shadowGenerator.filteringQuality = ShadowGenerator.QUALITY_HIGH
// this.shadowGenerator.transparencyShadow = true
// this.shadowGenerator.enableSoftTransparentShadow = true
// this.shadowGenerator.debug = true
// If your shadow casters and receivers don't move
this.shadowGenerator.freezeShadowCastersBoundingInfo = true
// Only render once on startup
this.shadowGenerator.getShadowMap().refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE
Any suggestions where these strange patterns come from and if there is anything I can do to get rid of them?
What I have already tried is playing around with most of the cascade shadow generator settings, and I have read the Cascaded Shadow Maps | Babylon.js Documentation documentation, but to no avail.