Godot Version
4.4 beta3
Question
Greetings, I made a simple 3D scene in godot 4.4 beta3, which has a few simple mesh instances in it. When the viewport was in perspective mode, the lighting and shadow and every thing looks fine. But when i switch to othognal mode, the shadows went totally wrong like the picture below! Could anyone tells me why did this happend and how to fix it? Many thx!!
the buffer shadow of directional light uses a method for spliting the shadows based on distance, called PSSM.
try changing it to orthogonal shadows.
Thanks! I’ve tried, but the shadows still aren’t right. Only when I enlarged all the objects did the shadows get a bit better, but still far from satisfactory.
Later, I tried using the perspective mode, set the FOV to a very small value to simulate the orthographic view, then adjusted the Split value, increased the max distance, and even raised the resolution of the light map. This barely achieved an approximately correct effect.
Are there any other things i could do to make othogonal shadows look better?
if this is driving you crazy, you could increase the resolution of shadows from project settings.
and have you changed BIAS?
Thank you for patiently answering my questions. I’ve tried it out. With proper bias set, the shadow position is almost correct, but it’s still very blurry, even when I maxed out the direct shadow size…It did drive me crazy…I think the perspective simulated othogonal or enlarging my scene method is OK for me, but I just want to understand the underlying mechanism.