Hi,
I am getting some weird shadows when using meshes, I don’t think it is a bug, just me not using it properly.
Facet next to each other are showing wrong shadows. Looking at the big cylinder, I would expect its surface to look much smoother.
I have tried to change the lights but the issue remains. At first I thought i could be the shadow bias, but I am only using an HemisphereLight and it does not cast shadows.
Here are the lighting settings I am using
this.scene = new THREE.Scene();
const axesHelper = new THREE.AxesHelper(3);
this.scene.add(axesHelper);
const light = new THREE.HemisphereLight(0xffffff, 0xb1b1b1, 2);
light.position.set(100, 100, 100);
this.scene.add(light);
var helper = new THREE.HemisphereLightHelper( light, 5 );
this.scene.add( helper );
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
this.renderer.autoClear = false;
this.renderer.physicallyCorrectLights = true;
this.renderer.toneMappingExposure = Math.pow(0.7, 5.0); // -> exposure: 0.168
this.renderer.setClearColor(0x000000, 0.0);
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.sortObjects = false;
this.renderer.shadowMap.enabled = false;
this.renderer.shadowMap.type = THREE.PCFShadowMap;
The only thing that seems to help is changing the Hemisphere lights to be the same, but then I loose all the shadows
const light = new THREE.HemisphereLight(0xffffff, 0xffffff, 2);
Any ideas about what could be wrong?