Shadows look bad in orthogonal view (and decreasing far clipping doesn't work)

Godot Version

v4.2.1.stable.mono.official [b09f793f5]

Question

As the title says shadows look very bad in orthogonal view, although they look fine in perspective.

I’ve seen other people with this problem that solved it by decreasing the far clipping distance, however in my case, decreasing it more than I already have results in most of the screen being “cut off”.

Is there any other solution, or a way to decrease the far clipping distance further?

Here are my settings for context:



Remember that the Camera3D’s Far property only affects the running project (or when previewing that camera). The 3D editor viewport’s far clip distance is determined by the setting in the View menu at the top of the 3D editor viewport.

I am experiencing the problem in the running project not the editor.

Can you take screenshots of how shadows look with the orthographic camera and with a perspective camera for comparison?

Does this occur if Angular Distance is set to 0 in DirectionalLight3D?

Also, which rendering method are you using in the project?

PS: Your Normal Bias value is pretty high - you may want to decrease it to a value between 1 and 3.



For these pictures I set angular distance to 0 and decreased the normal bias to 2. I also increased the shadow distance to 70 since otherwise the perspective camera was too far to render them. The third one is the perspective projection, but with lower FOV so the shadows can be seen better.

I am using the Forward+ renderer.

Can you reproduce this after disabling Generate LODs in the Import dock for the 3D scenes of the character models in the FileSystem dock? This may be due to incorrect LOD selection for shadow rendering, which is a known issue: Shadows broken with orthogonal camera in 3d both in editor and in game · Issue #78422 · godotengine/godot · GitHub

1 Like

Thanks, disabling Generate LODs fixed it, the shadows look much better now

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