chi*_*zui 5 javascript shadow three.js
是否可以在three.js 中创建一个非常柔和/非常微妙的阴影?喜欢这张照片吗?

到目前为止我所做的一切是这样的:
我的灯:
hemisphereLight = new THREE.HemisphereLight(0xaaaaaa,0x000000, 0.9);
ambientLight = new THREE.AmbientLight(0xdc8874, 0.5);
shadowLight = new THREE.DirectionalLight(0xffffff, 1);
shadowLight.position.set(5, 20, -5);
shadowLight.castShadow = true;
shadowLight.shadowCameraVisible = true;
shadowLight.shadowDarkness = 0.5;
shadowLight.shadow.camera.left = -500;
shadowLight.shadow.camera.right = 500;
shadowLight.shadow.camera.top = 500;
shadowLight.shadow.camera.bottom = -500;
shadowLight.shadow.camera.near = 1;
shadowLight.shadow.camera.far = 1000;
shadowLight.shadowCameraVisible = true;
shadowLight.shadow.mapSize.width = 4096; // default is 512
shadowLight.shadow.mapSize.height = 4096; // default is 512
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并渲染:
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMapType = THREE.PCFSoftShadowMap;
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感谢您
小智 5
我对此也很好奇,所以我尝试了我发现的所有可能的变量。第一个真正的改变是在初始化时进行的:
shadowLight.shadow.mapSize.width = 2048; // You have there 4K no need to go over 2K
shadowLight.shadow.mapSize.height = 2048; // - || -
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然后我测试了其他东西,当我设置后:
shadowLight = new THREE.DirectionalLight(0xffffff(COLOR), 1.75(NEAR should in this case under 2), 1000 (FAR should just be the range between light/floor));当我将定向灯设置为 250 时,阴影会更加平滑:
shadowLight.position.set( 100(X just for some side effects), 250(Y over the scene), 0(Z) );
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!!!!!!!!!!!!!!!!!!使用前删除(VAR)部分!!!!!!!!!!!!
然后我将此值更改为我的地板宽度的值。
d = 1000;
shadowLight.shadow.camera.left = -d;
shadowLight.shadow.camera.right = d;
shadowLight.shadow.camera.top = d;
shadowLight.shadow.camera.bottom = -d;
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因为如果你使用这个:
var helper = new THREE.CameraHelper( shadowLight.shadow.camera );
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并将其也放入渲染中:
scenes.add( shadowLight, helper );
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...你看到你的灯箱,我认为它应该最大到你的场景宽度本身。希望它能帮助别人。
您可以通过如下设置半径来柔化阴影:
var light = new THREE.PointLight(0xffffff, 0.2);
light.castShadow = true;
light.shadow.radius = 8;
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