I am implementing shadows onto my scene by adding a shadow map to each directional camera.
My program uses a helper function to do this, and ends up using these settings:
shadows: {
enabled: true,
type: three.VSMShadowMap,
mapWidth: 2056,
mapHeight: 206,
near: 0.5,
far: 1000,
}
And applies it to each 8 lights for 8 vertexs of a cube
lights[i] = new three.DirectionalLight(this._threeSceneLightsOptions.colorHex, this._threeSceneLightsOptions.intensity)
lights[i].castShadow = true
lights[i].shadow.mapSize.width = shadows.mapWidth
lights[i].shadow.mapSize.height = shadows.mapHeight
lights[i].shadow.camera.near = shadows.near
lights[i].shadow.camera.far = shadows.far
My shadow ends up be jagged and pixelated despite a high density.
I enabled shadow helpers and I see the following from 8 lights:
Moving the lights close (around 100 units out to 3 or 4 units) still has the same effect:
How can I blend these shadow maps?