#what is this type of shadow glitch called so I can fix it?
27 messages · Page 1 of 1 (latest)
what's the shadow type you're using?
I didn't apply a shadow type I am using react-fiber
<Text3D font="/assets/fonts/Bacasime Antique_Regular.json" position={[-3, 2.0, 0]} visible={true} castShadow={true} receiveShadow={true} rotation={[0, MathUtils.degToRad(-90), 0]} scale={.10}>
Welcome to my site!
<meshStandardMaterial color="#FF0000" />
</Text3D>
I think there is a default shadow type ill see
(three doesn't use shadows by default)
I think I am seeing the issue, I forgot drei had the default values for stuff but regular react fiber I don't think does
well what kind of shadow should I use?
the one you need 
they all have pros and cons, depending on the effect you'd like to achieve
(if you'd like a super soft shadows that aren't actually shadows but look like shadows - I'm a great fan of https://github.com/N8python/n8ao recently)
what would give me an effect like this?
see first demo
I kind of have it working now using the soft shadows but any idea why it effects my whole scene even though it is only in one of my components?
because shadows aren't scoped
they are a property of the renderer - the only way to toggle shadows off for specific parts of the scene, is to set castShadow / receiveShadow to false for these specific parts
I already have shadows set from my canvas so could it be something else that I would need to tweak? I like the shadows that are produced this way
as earlier - shadows are not a scoped property
if you first define shadows as a prop of Canvas, and then defined SoftShadows somewhere in the child components - SoftShadows will just hard-override all the previous shadow settings you've set
ie. you can't use soft shadows for part of the scene, then basic shadows for another parts etc. It's just one property that cannot be dynamically changed overtime
Okay I will stick with the canvas shadows, is there a way to fix the way they cast on to meshStandardMaterial?
wdym fix?
the way it is casting a black line in this photo is a shadow not a texture, the rest of the scene has good looking shadows that you can see in the background
it just seems like the shadow is super dark
if variance creates ContactShadows, it may not be possible to cast them vertically - they are usually cast on the floor
but I'm not sure what variance is, can't find in docs - cc @wild crow
?
(it definitely doesn't look like default three soft shadows, so most likely accumulative / contact shadows)