Kudan Unity shadowcatcher - kudan

Im implementing a shadow catcher Kudan AR tracking scene based on the Kudan "My first Augmented Reality App" example tutorial for an IOS device.
I have a directional light, a 3d object and a ground plane with the kudan shadowcatcher material. The camera track is working and the 3dobject is effected by the directional light but I dont see a shadow on the ground plane.
Has anyone tried this successfully?

I got general shadow casting with a directional light. The problem was the Unity default project quality level for IOS was set to "simple" which had shadows turned off. I had to increase shadow distance settings and bias as well relative to my scene scale.
Now to try to get the Kudan shadowcatcher shader included in the Kudan Unity bundle going.

Related

Unity Lighting problems

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!!

Certain Parts of Terrain Too Dark

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.

Why can't I set the camera rotation?

I've been struggling with an application where I'm trying to set the camera rotation initially so when the scene is loaded, you'll be looking where we want you to look.
The backstory, I'm creating a panorama viewer where the panorama is applied to a mesh with a sphere geometry.
The problem I'm having is I don't seem to be able to set the camera rotation. I've tried multiple attempts, but none have been working. I attempted setting the camera rotation after creating the camera, and I tried applying the target of my orbitcontrols and setting the object rotation in the orbit controls. I haven't had any luck yet with just setting an initial camera rotation.
I'm really hoping at this point that this is due to something minor that I'm over looking.
Here's a source: http://www.freeptools.com/mapster/testing-360s2.php
It shows the camera itself AND the orbit controls object. It also shows what their target is I'm setting, and what they really are. So far I haven't been able to get this to accept anything I give it.
THREE.js OrbitControls take over the camera completely, so you should not use that in conjunction with updating camera rotations.
Instead, OrbitControls has methods that help you do this: https://github.com/mrdoob/three.js/blob/master/examples/js/controls/OrbitControls.js
orbitControls.rotateLeft( angle );
orbitControls.rotateUp( angle );
In addition, you can move orbitControls.target around (it's a THREE.Vector3) and the camera will just look to that direction.

How to create an orthographic/isometric directional light with three.js

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?

OpenGL rolling ball

I'm writing an OpenGL ES 1.0 Android 2D game. There I want to create a rolling ball but I have no idea how to do this. Of course I can load a ball texture and move it along the x or y axis but the rolling effect is not there. How can I create such an effect? The game is in bird perspective so you are looking from above to the field.
The proper way to do this sort of animation with texture coordinates mapped to geometry is to use an authoring tool, such as Maya, 3DSMax or Blender. Blender is free and fantastic. I highly recommend it. You will also need some middleware to import the geometry, textures and animations created in Blender. For this, look into the PowerVR SDK or Ogre3D or Valve tools.

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