Certain Parts of my terrain seem quite dark.I dont know why. As you can see in the image the left part is dark and the right is normal. It feels like shadow or some lighting problem.
Screenshot :
It's dark because you're using a single, directional light that's being a blocked by the wall on the left. Have a look at the Lighting window for your Scene:
Unity Manual for Lighting Window
There, you can play with settings like the "environment lighting" and its source. By adjusting this, you should be able to add a base amount of illumination throughout the scene.
If that doesn't work, you'll need to add more lighting objects to your scene. You can try to balance more directional lights from other directions. Or you can add local lights like spot/area lights to illuminate surfaces left in shadow by your directional light.
Related
I am new to three.js and I created a classic sphere, wrapped with a world color map & bump map and an alpha map for clouds, and directional sunlight. How can I now add an earth at night texture only on the shadow side of the globe? The globe is rotating, so I couldn't just create 2 half-spheres.
I tried adding this grayscale mask to the texture, but it is also visible in daytime. I then tried illuminating the map with a different light aimed at the dark side, but couldn't selectively target only one material. I didn't quite understand if I need to use "emissiveMap".
Could I shine a light through a semi-transparent map/mask from the center of the earth to make the cities visible, or is there some type of "black light" to only make selected color/map areas shine in the dark?
I don't need any glowing effects, I just want it to be visible. Will I have to create individual light points or learn to use fragment shaders?
I'm about to make a 3D Scene in Unity, where you can move through a house.
But right now I'm stuck with the lighting of the scene. What I wanted to try is to bake my directional light (Sun) into the Scene. But right there is my first problem:
If I didn't bake something (clear baked data) it looks quite good, but after baking, the Scene is really dark, what I don't understand, because I set Environment Light and before the Bake everything just looks fine.
Here are some samples before the baking, of the settings and after the baking:
notBaked(no Lightmaps!)-LightingSettings-Scene
notBaked(no Lightmaps!)-LightingSettings-Environment
not Baked(no Lightmps!)-DirectionalLight(Sun)
while Baking - ReflectionProbeSettings
Baked Light
As you can see, the Scene gets really dark and it seems that for any reason, the ambient Light/Environment Light is missing after the bake.
Another problem is the warning of overlapping UV's. What's the reason for that and how can I fix it?
The aim of the project is to also publish it as a WebGL version. But if I build it as a WebGL version and try it on my server, the textures doesn't work. I looked up in the internet and read that directional lightmaps doesn't work for WebGL. But if I switched the directional Mode to non-Directional and replaced the directional light and only baked a Point light, the Texturemaps also didn't work in WebGL.. Does anybody know, how to use lightmaps for WebGL?
Thanks a lot!!
I want to render a room with a floor + roof that is open to one side. The room contains a point light and the "outside" it lit by an ambient light (the sun). There is one additional requirement: The user should be able to look inside the room to see whats going on. But I cannot simply remove the roof because then the room is fully lit by the ambient light.
I think my problem could be solved by having 3d objects that are transparent by still are blocking the light.
To give you an idea about my current scene, this is how it looks like:
The grey thing is the wall of my room. The black thing is the floor of the room. The green thing is the ground of the scene. The room contains a point light.
I am currently using two scenes (see Exclude Area from Directional/Ambient Lighting) because I wanted the inside of the room to be unaffected by the ambient light. But now my lights can only affect either the inside of my room (the point light) OR the outside (the ambient light) but not both.
A runnable sample of my scene can be found here:
https://codesandbox.io/s/confident-worker-64kg7m?file=/src/index.js
Again: I think that my problem could be solved by having transparent objects that still block the light. If I had that I would simply have a 3d plane on top of my room (as the roof) and make it transparent... It would block the light that is inside of the (but still let it go outside if the room is open) and it would also block the ambient light (partially - if the room is open)...
Maybe there is also another solution that I am not seeing.
Just use one scene instead of two, then enable shadows across the relevant meshes so a light doesn't cross from inside to outside. Once you're using only one scene, the steps to take in your demo are:
Disable AmbientLight, and use DirectionalLight only, since AmbientLight illuminates everything indiscriminately, and that's not what you want.
Place the directional light above your structure, so it shines from the top-down.
Enable shadow-casting on the walls
Add a ceiling mesh with the material's side set to side: THREE.BackSide. This will only render the back side of the Mesh, which means it won't be visible from above, but it will still cast shadows.
const roomCeilMat = new MeshStandardMaterial({
side: BackSide
});
const roomCeiling = new Mesh(roomFloorGeo, roomCeilMat);
roomCeiling.position.set(0, 0, 1);
roomCeiling.castShadow = true;
scene1.add(roomCeiling);
See here for a working copy of your demo:
https://codesandbox.io/s/stupefied-williams-qd7jmi?file=/src/index.js
I would assign a flat, emissive material to the room. Or a depth gradient if it becomes terrain. Since ambient light doesn't cast shadow. It saves a light and extra geometry or groups. Plus web model viewer(s) would probably render it better. If you're doing a reveal transition, use a clip plane or texture alpha mask.
It depends on the presentation versus the output format. Also it depends on the complexity of the final floorplan. If your process is simple it will run Sims Lite on a Raspberry Voxel.
Example here
I'm using PointLight in scene and ground reflects big light spot. What should I do to remove it? I only need to highlight some area on scene. So, I can decrease distance but it only decreasing size of spot. Not exactly I've expected. Should I use specific material on the ground or something like this?
Answer is very easy: set ground material's roughness to 1. I've updated example to see how roughness changes material.
I'm trying to create a shadow in my orthographic scene in three.js. I'd like to have a directional light so the shadow is offset from all objects equally in the scene. I am however having problems using DirectionalLight.
My first problem is that I can't get the shado to cover the entire scene, only part of it ever has a shadow. I played with the light's frustum settings, but can't figure out how to get it to cover the scene. Ideally I'd want the frustrum to match that of the camera.
The second problem is that the shadows aren't "clean". If I use a SpotLight the shadows have nice crisp borders (but obviously not the universal directionality I want). When I use a DirectionalLight the borders are misshappen and blurry.
In the samples the tile is a simply box created with CubeGeometry.
How can I create an ortographic directional light source for my scene?