As the title says. When i render the current scene everything works fine. Only the shadow of the white monkey gets cut off. How can this happen, and is there a resolution for it?
Here is the site: http://hammer.bz/test/
and a screen ;)
http://i.stack.imgur.com/6jd0h.png
I guess it has to do with the camera or with the lights.. so here are they:
renderer.shadowMapEnabled = true;
renderer.sortObjects = false;
renderer.shadowMapWidth = 3072;
renderer.shadowMapHeight = 3072
renderer.shadowCameraNear = 2;
renderer.shadowCameraFar = 40000;
renderer.shadowCameraFov = 50;
renderer.shadowMapBias = -0.00022;
renderer.shadowMapDarkness = 0.55;
renderer.shadowMapSoft = true;
renderer.physicallyBasedShading = true;
renderer.setClearColorHex( 0x999999, 1 );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 40000 );
camera.position.x = x;
camera.position.y = y;
camera.position.z = z;
camera.rotation.x = -0.8;
scene.add( camera );
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( -2, 5, 2 ).normalize();
light.shadowCameraNear = 0.01;
light.shadowCameraFar = 1000000;
light.castShadow = true;
light.shadowDarkness = 0.5;
light.shadowCameraVisible = false;
scene.add( light );
Thanks in advance!
Bram
EDIT: got it:
just use THREE.SpotLight
instead.
It was a dumb question.
Just put on shadowCameraVisible = true;
to see the light and it will work.
Feeling a bit dumb now for this question haha ;)
just use
THREE.SpotLight
instead.Just put on
shadowCameraVisible = true;
to see the light and it will work. Offcourse you are required to set the positionposition.set(x, y, z);