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:
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.
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.