How do i ask shadow in Aframe - three.js

I use Aframejs but, shadow is not working.
shadow is cut off.
How to work....
this is example
https://glitch.com/edit/#!/noisy-celestial-abrosaurus?path=index.html%3A15%3A30

The shadows are generated with the help of an internal camera, which corresponds to the area affected by the light.
You can visualize it with a light property called shadowCameraVisible. In your case, You should see something like this:
See how the box is partially outside of the yellow boundary? That explains why the shadow is suddenly cut off. You need to adjust the camera properties to envelop the entire scene:
light="type:directional;
color:#ffffff;
intensity:1;
castShadow:true;
shadowCameraTop: 10;
shadowCameraRight: 10;
shadowCameraLeft: -10"
glitch here

Related

orthographic view on object with combined camera on three.js

i am trying to use the combined camera (found it under "Examples").
the problem is when i use it in Orthographic mode i still see the arrow and the box helper like in perspective view.
for example, when i am trying to zoom in with the mouse scroll, i can see the plane in the same size (as it supposed to be in orthographic view) but the arrows and the small box between the arrows is getting smaller or bigger.
when i tried to debug it at the renderer function i saw the camera is still in orthograpic mode when it render the arrows.
any idea how can i make all the object to be in orthograpic view but still use the combined camera?
edit:
i am not sure which part of the code i should post so i add a picture to describe my problem.
you can see that i am in an orthographic camera and i'm trying to zoom in and i can see the axis arrow getting bigger or smaller.
the difference between the plane when zooming
Found a possible answer which worked for me:
under TransformControls.js
change the update function to:
scale = (camera.inOrthographicMode == true)? 100 : worldPosition.distanceTo(camPosition ) / 6 * scope.size;

How do I reset to the default Camera setting?

When you first run Unity, it has that scene where an Area Light is acting like a sun, and the camera is a nice shade that allows you to clearly see around you.
I accidentally changed my settings on my Main Camera, and it has stayed there, and is a solid color of blue. How do I get the original camera settings back?
Just click that little gear and reset it:
Delete your main camera. Make a new camera. Drag it back into the hierarchy. Rename it to the name of your original camera. That should, in theory, give you all of the default settings if I remember correctly.
What you're looking for is called a Skybox. Here's how to get it back
Select the Main Camera GameObject. Under the Clear Flags setting, select Skybox
Open the Lighting tab by going to Window -> Lighting
Under the Environment Lighting settings, change your Skybox to Default-Skybox
Profit.
Pictures below
just set the scale in Main Camera for z-axis to -10 as it is set to 0 which renders camera preview with blue screen.
A screenshot is provided so i hope it may help you. just change your settings as depicted in the screenshot

Three.js Spotlight casting shadow without an object

I am facing a problem where a THREE.SpotLight is casting a Shadow without an object beeing in its frustum.
I have setup a simple scene containing a THREE.SpotLight and a plane-mesh. The SpotLight is set to cast Shadows and the plane to receive Shadows. There is a square Shadow visible on the ground plane, which is the size of the SpotLights shadowCamera. This scene is the right hand side of the image below.
A cube-mesh is now added and positioned outside the initial camera viewspace. By zooming out, a bit before the cube-mesh becomes visible to the camera, the Spotlight Shadow disappears. This is pictured in the left hand side of the image.
http://jsfiddle.net/L0rdzbej/157/
This happens in Firefox, from what I heared it is not the case in Chrome. What is happening here and how to avoid it?
The shadow does not show up anymore, so im marking this as solved.
Edit: In case anyone comes a long who is facing the same problem, here is a link to the reported issue on github: https://github.com/mrdoob/three.js/issues/7750. It hasnt got much attention because it couldnt be reproduced by the maintainers.

Three.js FXAA background transparency

Created a simple scene with a cube in it. Able to see the color of the containing element, (body), in the background.
Added an FXAA shader and the antialiasing works well. However the background is now black, so can no longer see the color of the background container.
Added the following code:
var target = new THREE.WebGLRenderTarget(512, 512);
var composer = new THREE.EffectComposer( renderer, target );
in order to set the effect composer render target format to THREE.RGBAFormat, rather than the default THREE.RGBFormat.
This makes the background work properly, but then there are black and white edges around the cube and the antialiasing does not look very good.
Repeated the above but used the Sepia shader instead of the FXAA shader. This works correctly. The cube looks sepia and the background containing element color is correct.
Are there any workarounds to allow antialiasing and transparent background?
Thanks for any help
I read your issue and there seems to be a good source that can solve or at least lead you down the right path. Go check out: https://github.com/mrdoob/three.js/issues/2125
Hope this helps.
Check my answer in https://stackoverflow.com/a/21056080/2482976
The FXAA needed to be updated to handle the transparent background

Three.js shadow map stripes in each light (now simplified, and with jsfiddle!)

I'm trying to create, modify and update (directional only for now) lights and shadowmaps dynamically. The light, shadow and shadow camera helper gets updated correctly as I move the light around or change shadow properties, except from the light's point of view, everything behind the origin (0,0,0) is shadowed for no apparent reason.
Screenshots:
http://i.imgur.com/n4AHvle.png
http://i.imgur.com/l0uaZHD.jpg
http://i.imgur.com/brKwCof.jpg
http://i.imgur.com/a6dqMGo.jpg (new, with spotlight)
You can see a scene with car and a piece of ground, they belong to a geometry imported with ColladaLoader. The problem is with shadowmapping, the car throws shadow correctly, but there are stripy shadows on the ground even though there is nothing else than the car obscuring light.
If I add more similar lights, they also have the same 4 stripes. They also appear with spotlight. If I change shadow map resolution, the stripes' size changes relative to each other, but there seems to be always four of them, spaced from center to both directions.
EDIT: JSFiddle here: http://jsfiddle.net/cL3hX/1/ There shouldn't be any shadows in the scene, unless some new geometry is introduced inside the shadow camera frustum.
Couple of notes on the fiddle:
I have r55, but the demo is r54 because jsfiddle apparently does not yet have r55.
I could only reproduce this with a Collada file. So it probably has something to do with the model. I created a simple cube in Sketchup 8, and tried to export it with various collada options.
In the JSFiddle I could only reproduce the bug with a file exported with "doublesided faces" -setting enabled. In my own application code, I do have the same bug on models created with or without that setting enabled, but in the fiddle, the bug seems to be triggered only when "doublesided faces" are exported. Anyway I do need to somehow show backsides of faces, because the tool I'm developing must work with Sketchup exports, and it's very hard to make models in Sketchup without having a mess of frontsides/backsides visible.
The very simple Collada file is included in the JSFiddle as javascript variable. Here's a download link for the same file: https://dl.dropbox.com/u/14489569/shadowmapdemo.dae
The problem is your Collada model.
Your "plane" is actually multiple coplanar faces back-to-back in a single geometry.
It's no wonder there are artifacts.
Replace it with a THREE.CubeGeometry.

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