Glitchy Lighting with Thin Objects involving Shadows


When experimenting with THREE.DoubleSide, I got results that look like tiled triangles of various shades. I looked into it a bit more, and the result appears with sufficiently thin objects. Is there any way to circumvent this?

Try to add this line, when you instantiate the light:

light.shadow.bias = -0.0001;
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That seems to have solved the problem, but it also causes the shadow to become slightly offset when a surface close to it receives the shadow. Is there any way to keep the shadow attached to the object or another way to prevent the problem?