More accurate shadows?

Hi everyone.

Starting with Three.js, I have created a scene where a marker points to the surface of an object. For a better comprehension of where the marker is pointing to, I wanted to add some shadows. I have set a shadowmap with a texture of 2048. But still the shadows are very very blocky, and this is hardly acceptable for my visuals. Is there a way to improve this somehow, or use another kind of shadow process if any?

Thank you for your help.

ShadowMaps

Related:
https://stackoverflow.com/questions/49332256/how-to-improve-shadow-quality-in-three-js

https://discourse.threejs.org/t/should-i-use-a-light-for-every-object-to-cast-high-quality-shadow/2154

1 Like

Thanks Mugen,

Some improvment indeed! But I had to get rid of my logarithmicDepthBuffer param set to true. I don’t know if this is the reason why, but my small pointer doesn’t receive direct light correctly now (Cone shape with Phong material, receive and cast shadow to true).

Edit: fixed if I comment pointer.receiveShadow = true; … but doesn’t receive shadows any more.

ShadowMaps