I got 3 directional lights and one ambient, and the shadows rendering not really as I expected - I see the “shadow pits” and dark corners, so I wish to remove them. I tried to increase the quality of shadows, but the result was bad.
You might want to decrease the size of the shadow camera’s view frustum to make shadows more sharp. THREE.CameraHelper can be useful in this context since it allows you to visually debug the frustum. You can add an instance like so:
scene.add( new THREE.CameraHelper( lightBack.shadow.camera ) );
I’m with @Mugen87 on the AO part, but I’d go further and say that in my humble estimation, a high-quality AO map baked from blender with something like 3k samples per texel will yield far superior results than anything you can get out of dynamic shadow maps.
Can you recommend a good tutorial for AO and shadow baking on blender, I’ve been trying but shadows are coming out black? I’ve even considered downgrading blender to 2.8 to use old gltf exporter