Shadows in Blender

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This topic contains 11 replies, has 2 voices, and was last updated by Mikhail Luzyanin Mikhail Luzyanin 1 week ago.

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  • #5592

    AndreasResch
    Participant

    Hello.

    I can’t get my shadows to work with Verge3D. I tried all the checkboxes I can find but had no luck. Maybe somebody can gibe me a hint.

    Attached is a simple scene with a simple sphere and point light.

    Cheers,
    Andreas

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    #5594

    Hello.

    I can’t get my shadows to work with Verge3D. I tried all the checkboxes I can find but had no luck. Maybe somebody can gibe me a hint.

    Attached is a simple scene with a simple sphere and point light.

    Hi, unfortunally point light doen’t support shadows. Use sun or spot for shadows and other for additional lighting.

    Co-founder and lead graphics specialist at Soft8Soft.

    #5601

    AndreasResch
    Participant

    I see. I replaced the point light with a spot light. If the spot light is close to the sphere, it casts a shadow but if I move the light away from the sphere, the shadow disappears. I’ve attached the updated scene.

    Is there a way to get soft shadows in Verge3D?

    Cheers,
    Andreas

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    #5603

    I see. I replaced the point light with a spot light. If the spot light is close to the sphere, it casts a shadow but if I move the light away from the sphere, the shadow disappears. I’ve attached the updated scene.

    Shadows parameters has hear and far clipping, just increase the far clipping.

    Is there a way to get soft shadows in Verge3D?

    Soft PCF shadows it’s already a soft shadows. You mean soft like in cycles?

    Co-founder and lead graphics specialist at Soft8Soft.

    #5604

    AndreasResch
    Participant

    I set the far distance pretty high already (100000000). Didn’t work either. Check out the attached scene.

    With “soft shadow” I mean a shadow like an area light would create.

    Cheers,
    Andreas

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    #5608

    I set the far distance pretty high already (100000000). Didn’t work either. Check out the attached scene.

    Set near shadows something like 0.001 it will fix this.

    With “soft shadow” I mean a shadow like an area light would create.

    Unfortunally for now there’s no way to get soft shadows, only bake them.

    Co-founder and lead graphics specialist at Soft8Soft.

    #5610

    AndreasResch
    Participant

    Hello.

    Changing the near value doesn’t help either – I already tried that before. And baking is fine, when you have a few objects in the scene. But if there are hundreds of them, it takes way too much time and resources.

    Cheers,
    Andreas

    #5613

    Changing the near value doesn’t help either – I already tried that before

    Try to set it to 0.1 and far to 100. I corrected your file a little bit. Just reset to default value and lower the bias.

    And baking is fine, when you have a few objects in the scene. But if there are hundreds of them, it takes way too much time and resources.

    Unfortunally for now is now way to setup a soft shadows. :cry:

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    Co-founder and lead graphics specialist at Soft8Soft.

    #5615

    AndreasResch
    Participant

    Too bad.

    One final question. Why is the scene brighter, when I click “Sneak Peak” with Verge3D set as render engine compared to when I have Cycles set as render engine?

    Cheers,
    Andreas

    #5616

    Too bad.

    One final question. Why is the scene brighter, when I click “Sneak Peak” with Verge3D set as render engine compared to when I have Cycles set as render engine?

    When you exporting from Verge3D engine it takes an Blender Internal preferences for export, when you export from cycles it uses Emission node for light setup. Now we in migrate stage for full support cycles that’s why there’s some different dehavior.

    Co-founder and lead graphics specialist at Soft8Soft.

    #5617

    AndreasResch
    Participant

    I see. Well – I thought I might be able to get a better results than with Blend4Web while not having to spend too much time for the conversion of my Cycles scenes. At the moment the transition still seems to be a bit bumpy. I especially was hoping for an easy implementation of refractions, but I just tried the Principled BSDF and the Glass shader and both don’t seem to be implemented yet.

    I will follow the progress of the program and give it a try again, when Cycles is supported a little better.

    Thanks for now,
    Andreas

    #5618

    I especially was hoping for an easy implementation of refractions, but I just tried the Principled BSDF and the Glass shader and both don’t seem to be implemented yet.

    Yes, refraction is still not supported, we only started to support cycles nodes and it was our first release with some of cycles nodes support.

    I will follow the progress of the program and give it a try again, when Cycles is supported a little better

    I think the near full support will be finished at the end of this year or may be earlier.

    Co-founder and lead graphics specialist at Soft8Soft.

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