Hello! I have two geometries. One with a cast shadow mode only (the wedge) and other with a cast and receive shadow mode (the cube). Look what happens under the directional light:
Is it a bug in jme or my sh*** AMD still plays tricks on me?
P.S. I’m working under Ubuntu on a laptop with a Radeon HD 7500M/7600M
What version of JME are you using? Are you using the shadow filter or the shadow processor? (Shadow filter does not support selective receive.)
This is the expected result of the current implementation of the shadow renderer because the shadow is applied after the scene has been rendered.
I’m currently working on an improved version which is not ready yet but will look much better.
the current implementation of shadow rendering leads often to unsatisfactory results, i want to create a better way of applying the shadows.
The idea is to render the shadows during the pre frame stage and evaluate them during the render pass.
I created a shader node for which can be used for materials to receive shadows, the output of this node should be multiplied with the light intensity/color and the rest of the rendering can then continue.
So far i made a basic implementation, i …
I’m using a stable version 3.0 of JME with a DirectionalLightShadowRenderer. Actually, it’s even worse with a DirectionalLightShadowFilter since I loose the good part of the ambient shading:
@Perjin Looks nice! Hopefuly, you’ll make a use case more general by adding multi-light support
@FrozenShade Thanks. Hopefully, we’ll have something decent soon, 'cause the current state is quite unusable. For now, I’ll have to turn off the CastAndReceive option.
In fact, the problem is due to the combined use of direct light and ambient light. When I use only direct light, there is no problem. Please read again the first post in this thread.
Ah alright sorry I misinterpreted the picture as you did not mention the AmbientLight in your topic.
No prob. The fault is, in fact, mine. I really thought I’ve mentioned it.
You are not the only one with this problem …
Well. I have plans to integrate shadows in the lighting pass, but that will only be on master and maybe just for PBR lighting, so it might not be an option for you.
What could be done in you case it to remove shadows from faces that are facing away from the light direction, only for objects that only receive shadows… So basically, you could duplicate the lighting.j3md, and modify the postShadow technique (the postShadow15 too) to use a slight ly different shader.
This shader would be the same …