Dim reflection of ThreeJS directional light on object - three.js

I have a ThreeJS directional light with the following configuration:
const sunLight = new THREE.DirectionalLight(new
enter code hereTHREE.Color('#FFFFFF').convertSRGBToLinear(), 3.5);
sunLight.position.set(10, 20, 10);
sunLight.castShadow = true;
sunLight.shadow.mapSize.width = 512;
sunLight.shadow.mapSize.height = 512;
sunLight.shadow.camera.near = 0.5;
sunLight.shadow.camera.far = 100;
sunLight.shadow.camera.left = -10;
sunLight.shadow.camera.bottom = -10;
sunLight.shadow.camera.top = 10;
sunLight.shadow.camera.right = 10;
and a sphere with the following configuration:
let sphere = new THREE.Mesh(
new THREE.SphereGeometry(10, 70, 70),
new THREE.MeshPhysicalMaterial({
map: textures.map,
roughnessMap: textures.spec,
bumpMap: textures.bump,
bumpScale: 0.25,
envMap,
envMapIntensity: 1,
clearcoat: 0.25,
reflectivity: 0.1,
})
);
The light creates a distinct reflection on the sphere (see image).
Is there a way to have a less distinct reflection?

Related

How to animate a threeJS object using GSAP?

I have been learning threeJS just recently and can't get passed a problem. I tried to animate a extruded triangle using the GSAP library. It is just a simple animation to have the triangle move to the right but it seems I did something wrong. Any help is much appreciated.
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Create Triangles
var material = new THREE.MeshPhongMaterial({
color: 0xf6c12a,
shininess: 70
});
var shape = new THREE.Shape();
shape.moveTo(0, 0);
shape.lineTo(2, 3);
shape.lineTo(4, 0);
shape.lineTo(0, 0);
var extrudeSettings = {
steps: 5,
depth: 1,
bevelEnabled: true,
bevelThickness: 0.3,
bevelSize: 0.5,
bevelOffset: 0,
bevelSegments: 1
};
var geometry = new THREE.ExtrudeBufferGeometry(shape, extrudeSettings);
// Sets the origin to the center of geometry for rotation
geometry.center();
var mesh = new THREE.Mesh(geometry, material);
mesh.position.x = 0;
mesh.position.y = 0;
mesh.position.z = -5;
mesh.scale.set(1.5, 1.5, 1.5);
scene.add(mesh);
gsap.to(mesh, { duration: 2, x: 300 });
camera.position.z = 5;
// Background
var geometry = new THREE.PlaneGeometry(1000, 1000, 1);
var material = new THREE.MeshPhysicalMaterial({ color: 0x444444 });
var plane = new THREE.Mesh(geometry, material);
plane.position.z = -50;
scene.add(plane);
// Lighting
var ambientLight = new THREE.AmbientLight(0xffffff, 0.55);
scene.add(ambientLight);
var pointLight1 = new THREE.PointLight(0xf9eac8, 1, 100);
pointLight1.position.set(5, 10, 0);
pointLight1.castShadow = true;
pointLight1.shadow.camera.top = 20;
scene.add(pointLight1);
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
render();
Here is the link to Codepen
Tried to put the gsap code into different position but maybe that's not the problem.
gsap.to(mesh.position, { duration: 2, x: 300 });
the value that you want to change is mesh.position.x not mesh.x
just add .position it will work

How can I rotate texture inside a plane?

have pb with rotate texture, i read this question
Three.js Rotate Texture and there guys propose rotate in canvas, and it work good if you have rectangle, but i have pb with polygon, so after rotating i will have black area in some corner, so that solution is not for me, so maybe who know how i can rotate texture by threejs???
//Here's some code showing texture rotation/repeat/offset/center/etc.
var renderer = new THREE.WebGLRenderer();
var w = 600;
var h = 200;
renderer.setSize(w, h);
document.body.appendChild(renderer.domElement);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
45, // Field of view
w / h, // Aspect ratio
0.1, // Near
10000 // Far
);
camera.position.set(15, 10, 15);
camera.lookAt(scene.position);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var light = new THREE.PointLight(0xFFFF00);
light.position.set(20, 20, 20);
scene.add(light);
var light1 = new THREE.AmbientLight(0x808080);
light1.position.set(20, 20, 20);
scene.add(light1);
var light2 = new THREE.PointLight(0x00FFFF);
light2.position.set(-20, 20, -20);
scene.add(light2);
var light3 = new THREE.PointLight(0xFF00FF);
light3.position.set(-20, -20, -20);
scene.add(light3);
var planeGeom = new THREE.PlaneGeometry(40, 40);
var canvas = document.createElement('canvas');
canvas.width = canvas.height = 64;
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgba(256,0,0,0.95)'
ctx.fillRect(0, 0, 32, 32);
ctx.fillRect(32, 32, 32, 32);
var srnd = (rng) => (Math.random() - 0.5) * 2 * rng
for (var i = 0; i < 300; i++) {
ctx.fillStyle = `rgba(${srnd(256)|0}, ${srnd(256)|0}, ${srnd(256)|0}, ${srnd(1)})`
ctx.fillRect(srnd(60) | 0, srnd(60) | 0, 5, 5);
}
ctx.fillStyle = 'rgba(256,256,0,0.95)'
ctx.fillText("TEST", 2, 10);
ctx.fillText("WOOO", 32, 45);
var tex = new THREE.Texture(canvas)
tex.magFilter = THREE.NearestFilter;
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.magFilter = tex.minFilter = THREE.NearestFilter;
tex.needsUpdate = true;
var material = new THREE.MeshLambertMaterial({
color: 0x808080,
map: tex,
transparent: true,
side: THREE.DoubleSide
});
var mesh = new THREE.Mesh(planeGeom, material);
scene.add(mesh);
renderer.setClearColor(0xdddddd, 1);
tex.repeat.x = tex.repeat.y = 2;
//fun effect
for (var i = 1; i < 10; i++) {
var m;
scene.add(m = mesh.clone());
m.position.z += i * 1.1;
}
(function animate() {
var tm = performance.now() * 0.0001
tex.rotation = Math.sin(tm) * Math.PI
//tex.offset.x = tex.offset.y = -2;
//tex.offset.x = Math.sin(tex.rotation) * -0.5;
//tex.offset.y = Math.cos(tex.rotation) * -0.5;
tex.repeat.x = tex.repeat.y = Math.sin(tex.rotation * 1.5) * 3;
tex.center.x = 0.5;
tex.center.y = 0.5;
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
})();
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>

Shading of a plane

It is probably a beginner question, but why does the plane appear to be flat? Why is the structure of the plane not visible, only the spikes on the edges?
http://codepen.io/asz/pen/GgXpXW
var geometry = new THREE.PlaneBufferGeometry( 100, 100, 50, 50 );
var vertices = geometry.attributes.position.array;
for ( var i = -1; i < vertices.length; i += 3) {
vertices[i] = Math.random() * 10;
}
geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2.8 ) );
var material = new THREE.MeshPhongMaterial( { ambient: 0x00ff00, color: 0x00ff00, specular: 0x00ff00, shininess: 30, shading: THREE.FlatShading } );
var ground = new THREE.Mesh( geometry, material );
scene.add( ground );
To do with normals.
add geometry.computeVertexNormals();
eg.
var vertices = geometry.attributes.position.array;
for ( var i = -1; i < vertices.length; i += 3) {
vertices[i] = Math.random() * 10;
}
geometry.computeVertexNormals();

how to have the shadow of a lightshade on surrounding walls in three.js

I have created a scene with a light shade, walls surrounding it, and few light sources. I want the spotlights inside the lamp shade cast shadow on the walls.I played with parameters of the spotlight, but I could not achieve having shadow on the walls. here is my code:
<html>
<head>
<title>Lightshade</title>
<script src="three.js"> </script>
<script src="TrackballControls.js"></script>
</head>
<body>
<script>
//declaring variables
var camera, scene, renderer;
var controls;
var cone, coneGeometry;
scene = new THREE.Scene();
var camera = new THREE.OrthographicCamera( -window.innerWidth / 25, window.innerWidth / 25, window.innerHeight / 25, -window.innerHeight / 25, -10000, 1000000);
camera.position.set( 0, 2.0, 5.0);
camera.lookAt(scene.position);
//adding the renderer to the screen
renderer = new THREE.WebGLRenderer( { antialias: true} );
renderer.setClearColor( 0xeeeeee , 0); //eeeeee
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMapEnabled = true;
document.body.appendChild( renderer.domElement );
//adding the camera interactive method
controls = new THREE.TrackballControls( camera, renderer.domElement );
controls.noKeys = true;
//creating materials for lightshade
BlightshadeMaterial = new THREE.MeshBasicMaterial({color:0xffeb00,wireframe:false, side:THREE.DoubleSide, ambient: 0xffffff});
lightshadeMaterial = new THREE.MeshPhongMaterial({color:0xffeb00,transparent: true,opacity: 0.6,wireframe:false, side:THREE.DoubleSide, ambient: 0xffffff});
// adding some light to the screen
var light3 = new THREE.PointLight( 0xffffff, 1, 100);
light3.position.set( 0, 30.0, 0 );
scene.add( light3 );
var light1 = new THREE.PointLight( 0xffffff,0.7, 100 );
light1.position.set( 0, 4.0, 0 );
scene.add( light1 );
var light2 = new THREE.PointLight( 0xffffff, 0.7, 100 );
light2.position.set( 0, -1.0, 0 );
scene.add( light2 );
var light4 = new THREE.PointLight( 0xffffff, 1, 100);
light4.position.set( 30.0, 16.0, 30.0 );
scene.add( light4 );
var light5 = new THREE.PointLight( 0xffffff, 1, 100);
light5.position.set( -30.0, 16.0, 30.0 );
scene.add( light5 );
coneGeometry = new THREE.CylinderGeometry( 5, 12.5, 15.0, 30, 20 , true);
cone = new THREE.Mesh(coneGeometry,lightshadeMaterial);
cone.castShadow = true;
scene.add(cone);
innerConeGeometry = new THREE.CylinderGeometry( 4.5, 12.0, 15.0, 30,20 , true);
innerCone = new THREE.Mesh(innerConeGeometry,lightshadeMaterial);
innerCone.castShadow = true;
scene.add(innerCone);
upGeometry = new THREE.RingGeometry( 4.5, 5.0, 30 ,3 );
upSide = new THREE.Mesh( upGeometry, BlightshadeMaterial );
scene.add( upSide );
upSide.geometry.applyMatrix(new THREE.Matrix4().makeRotationX(Math.PI/2));
upSide.geometry.applyMatrix(new THREE.Matrix4().makeTranslation(0,7.5,0));
downGeometry = new THREE.RingGeometry( 12.0, 12.5, 30 ,3 );
downSide = new THREE.Mesh( downGeometry, BlightshadeMaterial );
scene.add( downSide );
downSide.geometry.applyMatrix(new THREE.Matrix4().makeRotationX(Math.PI/2));
downSide.geometry.applyMatrix(new THREE.Matrix4().makeTranslation(0,-7.5,0));
//Creating the shadow
var point = new THREE.Mesh(new THREE.SphereGeometry(0.2), new THREE.MeshBasicMaterial( {color: 0xffff00 } ));
point.position.set(0,2.5,-1.0);
scene.add( point );
var spotlight = new THREE.SpotLight(0xffffff ,3, 800 , Math.PI/4);
spotlight.target = point;
//to cast the light horizontally to the light shade
spotlight.position.set(0,2.5,0);
spotlight.shadowCameraVisible = true;
spotlight.shadowDarkness = 0.95;
// must enable shadow casting ability for the light
spotlight.castShadow = true;
spotlight.shadowMapWidth = 512;
spotlight.shadowMapHeight = 512;
spotlight.shadowCameraFov = 300;
scene.add(spotlight);
var point = new THREE.Mesh(new THREE.SphereGeometry(0.2), new THREE.MeshBasicMaterial( {color: 0xffff00} ));
point.position.set(1.0,2.5,0);
scene.add( point );
var spotlight = new THREE.SpotLight(0xffffff ,3, 800, Math.PI/4);
spotlight.target = point;
//to cast the light horizontally to the light shade
spotlight.position.set(0,2.5,0);
spotlight.shadowDarkness = 0.95;
// must enable shadow casting ability for the light
spotlight.castShadow = true;
spotlight.shadowMapWidth = 512;
spotlight.shadowMapHeight = 512;
spotlight.shadowCameraFov = 30.0;
scene.add(spotlight);
var point = new THREE.Mesh(new THREE.SphereGeometry(0.2), new THREE.MeshBasicMaterial( {color: 0xffff00} ));
point.position.set(-1.0,2.5,0);
scene.add( point );
var spotlight = new THREE.SpotLight(0xffffff ,3, 800, Math.PI/4);
spotlight.target = point;
//to cast the light horizontally to the light shade
spotlight.position.set(0,2.5,0);
spotlight.shadowDarkness = 0.95;
// must enable shadow casting ability for the light
spotlight.castShadow = true;
spotlight.shadowMapWidth = 512;
spotlight.shadowMapHeight = 512;
spotlight.shadowCameraFov = 30.0;
scene.add(spotlight);
var point = new THREE.Mesh(new THREE.SphereGeometry(0.2), new THREE.MeshBasicMaterial( {color: 0xffff00} ));
point.position.set(1.0,2.5,-1.0);
scene.add( point );
var spotlight = new THREE.SpotLight(0xffffff ,3, 800, Math.PI/4);
spotlight.target = point;
//to cast the light horizontally to the light shade
spotlight.position.set(0,2.5,0);
spotlight.shadowDarkness = 0.95;
// must enable shadow casting ability for the light
spotlight.castShadow = true;
spotlight.shadowMapWidth = 512;
spotlight.shadowMapHeight = 512;
spotlight.shadowCameraFov = 300;
scene.add(spotlight);
var point = new THREE.Mesh(new THREE.SphereGeometry(0.2), new THREE.MeshBasicMaterial( {color: 0xffff00} ));
point.position.set(-1.0,2.5,-1.0);
scene.add( point );
var spotlight = new THREE.SpotLight(0xffffff ,3, 800, Math.PI/4);
spotlight.target = point;
//to cast the light horizontally to the light shade
spotlight.position.set(0,2.5,0);
spotlight.shadowDarkness = 0.95;
// must enable shadow casting ability for the light
spotlight.castShadow = true;
spotlight.shadowMapWidth = 512;
spotlight.shadowMapHeight = 512;
spotlight.shadowCameraFov = 30.0;
scene.add(spotlight);
//create walls and floor
var floorMaterial = new THREE.MeshPhongMaterial({side: THREE.DoubleSide} );
var floorGeometry = new THREE.PlaneBufferGeometry(170, 170, 100, 100);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.position.y = -70;
// Note the mesh is flagged to receive shadows
floor.castShadow= false;
floor.receiveShadow = true;
scene.add(floor);
//front wall
var frontMaterial = new THREE.MeshPhongMaterial( {side: THREE.DoubleSide } );
var frontGeometry = new THREE.PlaneBufferGeometry(170, 100, 100, 100);
var front = new THREE.Mesh(frontGeometry, frontMaterial);
front.position.z = -85;
front.position.y = -20;
//front.rotation.x = Math.PI / 2;
// Note the mesh is flagged to receive shadows
front.castShadow= false;
front.receiveShadow = true;
scene.add(front);
//right wall
var rightMaterial = new THREE.MeshPhongMaterial( {side: THREE.DoubleSide} );
var rightGeometry = new THREE.PlaneBufferGeometry(170, 100, 100, 100);
var right = new THREE.Mesh(rightGeometry, rightMaterial);
right.rotation.y = Math.PI / 2;
right.position.x = 85;
right.position.y = -20;
// Note the mesh is flagged to receive shadows
right.castShadow= false;
right.receiveShadow = true;
scene.add(right);
//left wall
var leftMaterial = new THREE.MeshPhongMaterial( {side: THREE.DoubleSide} );
var leftGeometry = new THREE.PlaneBufferGeometry(170, 100, 100, 100);
var left = new THREE.Mesh(leftGeometry, leftMaterial);
left.rotation.y = Math.PI / 2;
left.position.x = -85;
left.position.y = -20;
// Note the mesh is flagged to receive shadows
left.castShadow= false;
left.receiveShadow = true;
scene.add(left);
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
controls.update();
renderer.render( scene, camera );
}
animate();
</script>
</body>
</html>
Alternatively, do you know any other better way to have the shadow of the light shade on the walls. Thank you in advance.
This seems similar to an issue I had: Three.js DoubleSided material doesn't cast shadow on both sides of planar parametric geometry
In particular, "The material.side property is not taken into consideration when casting shadows."

really weird ghosty shadows using three.js

I'm using three.js to make some solar system, all my objects are sphere (suns and planets), but I found this really weird and ghosty square shadow:
Another ghost shadow seems to be that, the shadow that sphere A casts on sphere B, appears on both the front and back side of sphere B, like this:
I am so confused since I don't really remember create any square stuff and I've checked my code for like million times without any finding.
Finally, I dismissed all the lights in the world, and set the background to light color, it appears:
But when I move my camera to the back of it, it just disappears, like a "1-dimension" square created by some high-level creature from the universe.
This is my final project which is due next week, I really don't know how to explain this to my professor.
Appreciate any help!
Thanks a lot!
below is my code that creates objects:
function init() {
container = document.createElement('div');
document.body.appendChild(container);
renderer = new THREE.WebGLRenderer({
antialias : true, alpha: true
});
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.shadowMapEnabled = true;
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
scene.updateMatrixWorld(true);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000 );
camera.position.set(5,5,5);
controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.staticMoving = false;
controls.dynamicDampingFactor = 0.2;
var light = new THREE.AmbientLight( 0x222222 );
scene.add( light ); // this is the light I tried to close
var light = new THREE.DirectionalLight( 0xffffff, 0 );
light.position.set(0,0,5);
scene.add( light ); // this is the light I tried to close
light.castShadow = true;
light.shadowCameraNear = 0.01;
light.shadowCameraFar = 15;
light.shadowCameraFov = 45;
light.shadowCameraLeft = -1;
light.shadowCameraRight = 1;
light.shadowCameraTop = 1;
light.shadowCameraBottom= -1;
//light.shadowCameraVisible = true
light.shadowBias = 0.001;
light.shadowDarkness = 0.2;
light.shadowMapWidth = 1024;
light.shadowMapHeight = 1024;
//////////////////////////////////////////////////////////////////////////////////
// render the scene //
//////////////////////////////////////////////////////////////////////////////////
onRenderFcts.push(function(){
controls.update();
renderer.render( scene, camera );
});
window.addEventListener('keydown', onKeyDown, false);
renderer.domElement.addEventListener( 'mousemove', onMouseMove, false );
renderer.domElement.addEventListener( 'click', onMouseClick, false );
}
function createSun (){
var geometry = new THREE.SphereGeometry(0.5, 32, 32)
var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/sunmap.jpg')
var material = new THREE.MeshPhongMaterial({
map : texture,
bumpMap : texture,
bumpScale: 0.05,
emissive: new THREE.Color('#ff9933'),
specular: new THREE.Color('#ffff66'),
shininess: 800,
wireframeLinewidth: 500
})
var mesh = new THREE.Mesh(geometry, material)
mesh.receiveShadow = true;
mesh.castShadow = true;
mesh.matrixWorldNeedsUpdate = true;
return mesh
}
function createMoon (){
var geometry = new THREE.SphereGeometry(0.5, 32, 32)
var material = new THREE.MeshPhongMaterial({
map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/moonmap1k.jpg'),
bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/moonbump1k.jpg'),
bumpScale: 0.002,
})
var mesh = new THREE.Mesh(geometry, material)
return mesh
}
function add_objects() {
// star field
var geometry = new THREE.SphereGeometry(900, 32, 32);
var material = new THREE.MeshBasicMaterial({
map : THREE.ImageUtils.loadTexture('images/earthcloudmap.jpg'),
side : THREE.BackSide
});
var starSphere = new THREE.Mesh(geometry, material);
scene.add(starSphere);
// reference points
originPoint = new THREE.Object3D();
scene.add(originPoint);
onRenderFcts.push(function (delta, now) {
originPoint.rotation.x += rotateFactor * delta;
originPoint.rotation.z += rotateFactor * delta;
});
sunsBasePoint = new THREE.Object3D();
originPoint.add(sunsBasePoint);
onRenderFcts.push(function (delta, now) {
sunsBasePoint.rotation.y += rotateFactor * delta;
sunsBasePoint.rotation.z += rotateFactor * delta;
});
// stars
sun1 = createSun();
sun1.name = 'sun1';
sun1.position.set(0,0,-1.5);
sunsBasePoint.add(sun1);
onRenderFcts.push(function (delta, now) {
sun1.rotation.y -= 1/2 * delta;
sun1.rotation.z += 1/4 * delta;
});
objects.push(sun1);
sun2 = createSun();
sun2.name = 'sun2';
sun2.position.set(1,-1.5,0);
sun2.scale.multiplyScalar(0.8)
sunsBasePoint.add(sun2);
onRenderFcts.push(function (delta, now) {
sun2.rotation.x -= 1/4 * delta;
sun2.rotation.y += 1/8 * delta;
});
objects.push(sun2);
sun3 = createSun();
sun3.name = 'sun3';
sun3.position.set(-1,1,1.5);
sun3.scale.multiplyScalar(1.5);
sunsBasePoint.add(sun3);
onRenderFcts.push(function (delta, now) {
sun3.rotation.y -= 1/8 * delta;
sun3.rotation.x += 1/4 * delta;
});
objects.push(sun3);
threeBodyPlanet = createMoon();
threeBodyPlanet.name = "Three Body Planet";
threeBodyPlanet.position.set(0.5,-0.5,0.5);
threeBodyPlanet.scale.multiplyScalar(1/5);
threeBodyPlanet.receiveShadow = true;
threeBodyPlanet.castShadow = true;
originPoint.add(threeBodyPlanet);
objects.push(threeBodyPlanet);
}
function debug() {
var debugaxis = function(axisLength){
//Shorten the vertex function
function v(x,y,z){
return new THREE.Vertex(new THREE.Vector3(x,y,z));
}
//Create axis (point1, point2, colour)
function createAxis(p1, p2, color){
var line, lineGeometry = new THREE.Geometry(),
lineMat = new THREE.LineBasicMaterial({color: color, lineWidth: 1});
lineGeometry.vertices.push(p1, p2);
line = new THREE.Line(lineGeometry, lineMat);
scene.add(line);
}
createAxis(v(-axisLength/25, 0, 0), v(axisLength, 0, 0), 0xFF0000);
createAxis(v(0, -axisLength/25, 0), v(0, axisLength, 0), 0x00FF00);
createAxis(v(0, 0, -axisLength/25), v(0, 0, axisLength), 0x0000FF);
};
//To use enter the axis length
debugaxis(100);
// lens flares
var textureFlare0 = THREE.ImageUtils.loadTexture( "lensflare0.png" );
var textureFlare2 = THREE.ImageUtils.loadTexture( "lensflare2.png" );
var textureFlare3 = THREE.ImageUtils.loadTexture( "lensflare3.png" );
addLight( 0.55, 0.9, 0.5, 0, 0, 100 );
//addLight( 0.08, 0.8, 0.5, 0, 0, -10 );
//addLight( 0.995, 0.5, 0.9, 50, 50, -10 );
function addLight( h, s, l, x, y, z ) {
var light = new THREE.PointLight( 0xffffff, 1.5, 4500 );
light.color.setHSL( h, s, l );
light.position.set( x, y, z );
scene.add( light );
var flareColor = new THREE.Color( 0xffffff );
flareColor.setHSL( h, s, l + 0.5 );
var lensFlare = new THREE.LensFlare( textureFlare0, 700, -0.1, THREE.AdditiveBlending, flareColor );
lensFlare.add( textureFlare2, 512, 0.0, THREE.AdditiveBlending );
lensFlare.add( textureFlare2, 512, 0.0, THREE.AdditiveBlending );
lensFlare.add( textureFlare2, 512, 0.0, THREE.AdditiveBlending );
lensFlare.add( textureFlare3, 60, 0.6, THREE.AdditiveBlending );
lensFlare.add( textureFlare3, 70, 0.7, THREE.AdditiveBlending );
lensFlare.add( textureFlare3, 120, 0.9, THREE.AdditiveBlending );
lensFlare.add( textureFlare3, 70, 1.0, THREE.AdditiveBlending );
lensFlare.customUpdateCallback = lensFlareUpdateCallback;
lensFlare.position = light.position;
lensFlare.size = 70;
scene.add( lensFlare );
}
function lensFlareUpdateCallback( object ) {
var f, fl = object.lensFlares.length;
var flare;
var vecX = -object.positionScreen.x * 2;
var vecY = -object.positionScreen.y * 2;
//var size = object.size ? object.size : 1000;
for( f = 0; f < fl; f++ ) {
flare = object.lensFlares[ f ];
flare.x = object.positionScreen.x + vecX * flare.distance;
flare.y = object.positionScreen.y + vecY * flare.distance;
//flare.scale = size / camera.distance;
flare.rotation = 0;
}
object.lensFlares[ 2 ].y += 0.025;
object.lensFlares[ 3 ].rotation = object.positionScreen.x * 0.5 + THREE.Math.degToRad( 45 );
};
}
-------------updating-------------
Thanks for yaku's help, I found that the weird square is indeed because of the camera shadow,like in the pics below:
After I increased the shadow parameters, the square shadow seems to be gone, but the remaining shadows on the back of the spheres are still kind of weird in its texture, like this:
It looks like very low resolution shadow made of small squares, why?
Thanks a lot!
------one more question------
All yaku said works!
But I found out there's no shadows of the spheres themselves.
I called
mesh.castShadow = mesh.receiveShadow = true;
every time I create the spheres.
I remember there were these shadows now they are gone...
What might the reason of it?
Thanks!
Not sure, but have you checked the shadow camera dimensions? Looks like the frustum of the shadow camera could be too small, and what you are seeing could be everything inside the frustum is in shadow and the rest unaffected. The light square could be some weird remnant of the shadow camera, shadow maps can be unwieldy..
Set light.shadowCameraVisible = true; and adjust the other shadow parameters so that the box encapsulates the whole scene.

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