我试图让这个对象蒙上一层阴影。但边缘有奇怪的阴影。我认为该对象正在将阴影投射到“自身”的另一个组件上
有没有办法删除它?
这是小提琴:http://jsfiddle.net/paulocoelho/qMqH7/3/
这是强制性代码,但只需检查小提琴..
var container, stats;
var camera, scene, renderer;
var cube, plane;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, .1, 10000 );
camera.position.x=50;
camera.position.y=50;
camera.position.z=50;
camera.lookAt(new THREE.Vector3(0,0,0));
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
container.appendChild( renderer.domElement );
//var ambientLight = new THREE.AmbientLight(0x000000);
//scene.add(ambientLight);
light = new THREE.SpotLight();
light.position.set(337,400,313);
light.castShadow = true;
light.shadowMapWidth = 3000;
light.shadowMapHeight = 3000;
// light.shadowCameraVisible = true;
scene.add(light);
var geometry = new THREE.PlaneGeometry( 200, 200, 30, 30 );
geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
geometry.applyMatrix( new THREE.Matrix4().setPosition( new THREE.Vector3(0,0,0) ) );
var material = new THREE.MeshLambertMaterial( { color: 0xEEEEEE } );
plane = new THREE.Mesh( geometry, material );
plane.receiveShadow = true;
scene.add( plane );
var loader = new THREE.OBJMTLLoader();
loader.addEventListener("load", function (event) {
cube = event.content;
for(k in cube.children){
cube.children[k].castShadow = true;
cube.children[k].receiveShadow = true;
}
scene.add(cube);
animate();
});
loader.load ("https://dl.dropboxusercontent.com/u/4334059/VM.obj", "https://dl.dropboxusercontent.com/u/4334059/VM.mtl");
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
cube.rotation.y += 0.01;
renderer.render( scene, camera );
}
答案 0 :(得分:3)
您需要将所有light
参数设置为合理的值。如果您不了解它们的用途,请与Google分享。
light = new THREE.SpotLight( 0xffffff );
light.position.set( 200, 200, -200 );
light.castShadow = true;
light.shadowMapWidth = 1024; // power of 2
light.shadowMapHeight = 1024;
light.shadowCameraNear = 200; // keep near and far planes as tight as possible
light.shadowCameraFar = 500; // shadows not cast past the far plane
light.shadowCameraFov = 20;
light.shadowBias = -0.00022; // a parameter you can tweak if there are artifacts
light.shadowDarkness = 0.5;
light.shadowCameraVisible = true;
scene.add( light );
让你的影子相机尽可能紧。
此外,在设置阴影相机时,请务必使用OrbitControls
或类似物品,这样您就可以将相机拉回来看看你在做什么。
P.S。你的相机在飞机附近是0.1
,远的飞机是10000
。不好。保持近平面至少为1.近平面的小值会导致深度分类精度问题。
小提琴:http://jsfiddle.net/qMqH7/4/
three.js r.58