问题以下列方式表现出来:
这些是我的灯光设置:
const LIGHT_POSITION = 50;
let light = new THREE.DirectionalLight(0xddffdd, 1);
light.position.z = LIGHT_POSITION;
light.position.y = -LIGHT_POSITION * 2;
light.position.x = -LIGHT_POSITION;
light.shadowCameraFov = 60;
light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
scene.add(light);
let light2 = new THREE.DirectionalLight(0xffdddd, 1);
light2.position.z = LIGHT_POSITION;
light2.position.x = -LIGHT_POSITION;
light2.position.y = LIGHT_POSITION * 2;
light2.shadow.mapSize.x = 1024;
light2.shadow.mapSize.y = 1024;
scene.add(light2);
let light4 = new THREE.AmbientLight(0xBBBBBB, 0.3);
scene.add(light4);
我的网格设置:
this.material = new THREE.MeshStandardMaterial({color: 0xffffff,
morphTargets: true,
morphNormals: true,
roughness: 0.8,
metalness: 0.3
});
this.model = new THREE.Mesh(this.geometry, this.material);
this.model.castShadow = true;
this.model.receiveShadow = true;
为什么阴影会以这种方式表现出来?
答案 0 :(得分:4)
由于mesh.castShadow
和mesh.receiveShadow
被设置为true.
您需要调整light.shadow.bias
参数 - 接近零的正值或负值,例如- 0.01
。
改变阴影偏差会导致“peter-panning”和自阴影伪影之间的权衡。
three.js r.90