Dad72 Posted July 6, 2014 Share Posted July 6, 2014 Hello, I would like to know why and how I can withdraw its artifacts on the shadows. Here in pictures. (all shadows are like that) PS: I feel that that this product as soon as the scale of a model is changing, but I'm not sure. Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 6, 2014 Share Posted July 6, 2014 This is a known problem with varianceShadowMaps alas Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 6, 2014 Author Share Posted July 6, 2014 So, we can't do anything to fix this. Is this in your plan to the corrected ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 7, 2014 Share Posted July 7, 2014 you can deactivate varianceShadowsMap: light.getShadowGenerator().useVarianceShadowMap = false Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 7, 2014 Author Share Posted July 7, 2014 But is this in your plan to fix this bug? because false shadows are not beautiful. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 7, 2014 Share Posted July 7, 2014 Not yet. I have no clue on how to fix that btw Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 7, 2014 Author Share Posted July 7, 2014 Ah, I hope that the community will be able to help you on this or give you clues. I have a track has give you, but I dunno if it is valid. I have noticed that if I made 5000 this texture disappears. (I mean that should be a very high value to remove this artifact) ShadowGenerator(5000, Light); Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted July 8, 2014 Share Posted July 8, 2014 Very good article indeed, thanks for the link fluffrabbit. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 17, 2014 Author Share Posted July 17, 2014 Yeah, there was a pull request Merge that improves the system of shadow : usePoissonSampling It'll might address this topic. https://github.com/BabylonJS/Babylon.js/pull/238 That's cool. the effect of the shadow seems more realistic. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 17, 2014 Share Posted July 17, 2014 New version is on its way with Poisson sampling Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 17, 2014 Author Share Posted July 17, 2014 I've seen that it has been put online, but it does not work. When I write: shadowGenerator.usePoissonSampling = true; the shadows are very black. If I written : shadowGenerator.useVarianceShadowMap = true; the it works as before. but with usePoissonSampling it is as if you use filter. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 17, 2014 Author Share Posted July 17, 2014 I've seen that it has been put online, but it does not work. When I write:shadowGenerator.usePoissonSampling = true; the shadows are very black. If I written :shadowGenerator.useVarianceShadowMap = true; the it works as before. but with usePoissonSampling it is as if you use no filter. [edite] Oh, I just realized, there were changes in the shader. and me I use one woldmonger I supplement for the field to receive the shadows. I'll see to day. Quote Link to comment Share on other sites More sharing options...
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