I am having a simple three.js scene and have added some spheres. I want to achieve a simple lighting and shadowing effect but I get strange dark shapes on my spheres.
I guess something is wrong with my settings : jsFiddle
this is the core of this simple piece of code :
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.physicallyBasedShading = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
renderer.shadowCameraNear = 0.1;
renderer.shadowCameraFar = 1000;
renderer.shadowCameraFov = 100;
renderer.shadowMapBias = 0.0039;
renderer.shadowMapDarkness = 0.5;
renderer.shadowMapWidth = 1024;
renderer.shadowMapHeight = 1024;
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 150, 50, 150 );
// controls
controls = new THREE.OrbitControls( camera );
// lights
var light = new THREE.SpotLight( 0xF5F6CE, 1 );
light.position.set( 300, 300, 60 );
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 = 0.8;
light.shadowCameraVisible = true;
scene.add( light );
// axes
scene.add( new THREE.AxisHelper( 200 ) );
for (var x = 0; x < 3; x++) {
for (var y = 0; y < 3; y++) {
for (var z = 0; z < 3; z++) {
var sphere = new THREE.Mesh(new THREE.SphereGeometry(10,32, 32), new THREE.MeshPhongMaterial({ color: "#FFFF00", side: THREE.DoubleSide, })); // with MeshLambertMaterial still not working
sphere.position.set(20*x, 20*y, 20*z);
castShadow = true;
sphere.castShadow = true;
sphere.receiveShadow = true ;
scene.add(sphere);
}
}
}
The blackish artifacts are coming from the two-sidedness of the spheres combined with shadow mapping.
Remove side: THREE.DoubleSide
from their material definition and you should be good.
http://jsfiddle.net/Us54P/331/
You can also get different results with tweaking the shading parameters, for example, you can add renderer.shadowMapType = THREE.PCFSoftShadowMap;
. See here: http://jsfiddle.net/Us54P/332/
Could also be a bug (or a debugging feature), because it disappears when you disable light.shadowCameraVisible = true;
: http://jsfiddle.net/Us54P/334/