在collada对象上剥离阴影

时间:2015-06-12 09:01:11

标签: javascript three.js shadow directional-light

我有一个带有两个collada物体和一个定向灯的场景。 第一个collada几乎是一个平面,第二个是由多个盒子组成。

看起来当渲染场景时,一些“侧面”阴影确实被剥离了,尽管渲染在地面上的阴影渲染得很好。

Here's a screenshot of the shadows

当我在寻找答案时,我发现它可能是我的collada的一个问题,所以我在场景中添加了一个基本的立方体(最重要的一个),但似乎它有同样的问题。 / p>

是否有人有提示或已经知道此问题?

我正在使用最后三个.js版本atm(r71),在Google Chrome和Mozilla Firefox(MacOS)上测试过。 我已经尝试调整定向灯的所有阴影*属性,除了与shadowCascade(我不使用)相关的属性。 我还测试了调整与阴影相关的渲染器的属性。

这是我的灯光设置:

var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.target.position = THREE.Vector3(0, 0, 0);
directionalLight.position.set( 250, 500, 250 );
directionalLight.castShadow = true;
directionalLight.shadowCameraNear = 100;
directionalLight.shadowCameraFar = 1000;
directionalLight.shadowMapWidth = 2048;
directionalLight.shadowMapHeight = 2048;
directionalLight.shadowBias = 0.0001;
directionalLight.shadowDarkness = 0.5;
directionalLight.shadowCameraLeft = -300;
directionalLight.shadowCameraRight = 300;
directionalLight.shadowCameraTop = 300;
directionalLight.shadowCameraBottom = -300;
directionalLight.shadowCameraVisible = true;

我的collada对象有点大,我的shadowCamera也是如此。

我的渲染器设置:

renderer = new THREE.WebGLRenderer( {antialias: true} );
renderer.setClearColor(0x222222);
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );

这是场景的另一个视图 Here's another view of the scene(主要显示我的灯光设置)。

编辑:这是一个片段:

var container;
var camera, scene, renderer, controls;
var particleLight;

scene = new THREE.Scene();
init();
animate();

function init() {

  container = document.createElement( 'div' );
  document.body.appendChild( container );
  camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  camera.position.set( 300, 100, 0 );

// Controls
  controls = new THREE.OrbitControls( camera );

  
  
// Cube
  var geometry = new THREE.BoxGeometry( 100, 100, 100 );
  var material = new THREE.MeshLambertMaterial();
  var cube = new THREE.Mesh( geometry, material );
  cube.position.y = 50;
  cube.rotation.y = 0.8;
  cube.castShadow = true;
  cube.receiveShadow = true;
  scene.add( cube );

// Plane
  var planeGeometry = new THREE.PlaneBufferGeometry( 300, 300, 300 );
  var plane = new THREE.Mesh( planeGeometry, material );
  plane.position.set( 0, 0, 0 );
  plane.rotation.x = -1.6;
  plane.castShadow = true;
  plane.receiveShadow = true;
  scene.add( plane );
  
// Light

  var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  directionalLight.target.position = THREE.Vector3(0, 0, 0);
  directionalLight.position.set( 250, 500, 250 );
  directionalLight.castShadow = true;
  directionalLight.shadowCameraNear = 100;
  directionalLight.shadowCameraFar = 1000;
  directionalLight.shadowMapWidth = 2048;
  directionalLight.shadowMapHeight = 2048;
  directionalLight.shadowBias = 0.0001;
  directionalLight.shadowDarkness = 0.5;
  directionalLight.shadowCameraLeft = -300;
  directionalLight.shadowCameraRight = 300;
  directionalLight.shadowCameraTop = 300;
  directionalLight.shadowCameraBottom = -300;
  directionalLight.shadowCameraVisible = true;
  scene.add( directionalLight );

  scene.add( new THREE.AmbientLight( 0x555555 ) );
  renderer = new THREE.WebGLRenderer( {antialias: true} );
  renderer.setClearColor(0x222222);
  renderer.shadowMapEnabled = true;
  renderer.shadowMapSoft = true;
  renderer.shadowMapType = THREE.PCFSoftShadowMap;
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );
  container.appendChild( renderer.domElement );

  window.addEventListener( 'resize', onWindowResize, false );
}

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
}


function animate() {
  requestAnimationFrame( animate );
  render();
}

var clock = new THREE.Clock();

function render() {
  var timer = Date.now() * 0.0005;
  camera.lookAt(new THREE.Vector3(0, 0, 0));
  renderer.render( scene, camera );
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>

提前致谢。

1 个答案:

答案 0 :(得分:2)

您正在进行自阴影,因为定向光的光线与几何体的某些面完全平行。将定向灯移动到略微不同的位置。例如,

directionalLight.position.set( 250, 500, 200 );

通常,light.shadow.bias用于解决自阴影问题,但是当光线和脸部平行时,它就不会像你的情况那样有效。

此外,将shadow.bias设置为负数可帮助缓解其他脸上的瑕疵。

directionalLight.shadow.bias = - 0.01;

不幸的是,这将导致另一件神器:“Peter Panning”。

这些权衡很常见。你只需找到一个可接受的妥协方案。 (也许根据相机位置设置偏差。)

three.js r.75