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  1. yes, this works easy if you have a plane ground. But maybe not if I have a "sphere" world A other problem when I don't activate receive shadows on objects, how can i handle a "cameras" moves inside a house. All Items inside the house will get light through the walls but it should be dark in there?
  2. Ok, so I played around with Bias and disabled Blur but i don't find a good value for multiple different meshes and I don't can fix the problem with the light through the ground. Maybe some other ideas to work around this problem? Or do you think its possible to fix this problem ?
  3. so useBlurVarianceShadowMap currently doesn't work with mesh`s that generate and receive shadows at the same time? I tested the other options for the ShadowGenerator, but first I think its only the "quality" of the borders of the shadow, but I see that changing the option also reduce the realistic shadows. shadowGenerator.useBlurVarianceShadowMap = true; shadowGenerator.useBlurVarianceShadowMap = false;
  4. mh, I played around, but I don't no how I can calculate when a "DirectionalLight" is complete under the ground
  5. here i created a playground: http://www.babylonjs-playground.com/#16XKTO#33 the cone is complete dark, I don't no what I have to adjust to get I back "pink" because there is no shadow that should produce on the cone.
  6. I have tried shadowGenerator.bias but it doesn't help.
  7. I think the problem is that your "canvasTwo" is to small and your text to long. new BABYLON.Size(100, 100) will make that the text appears (parts of it)
  8. sorry I have a next problem, I have activate receiveShadows on the tree to remove the lightings from under the ground now I have a black tree all the time instead of the pink one. Maybe its related to my other problem, but I have tried it already without "flat shadings", but no better result. without receiveShadows with receiveShadows
  9. mh, thats good to now. but I think with a DirectionalLight its not possible to calculate it ?
  10. V!nc3r Thanks, you are right, i only gave the tree the option to produce shadow, but not "receiveShadows" @jerome because I don't now when the light is under the ground. Here in this example the ground is plane, but later it will be a HeightMap or something like that.
  11. Hi, i have a litte problem (hopefully). I try to implement a basic day-night lighting, including a small visualizing of it, to see whats going on. Now there is the problem that the light is under the ground, but the objects get the light through the ground. For the Light I use a "DirectionalLight" with the current position of x:4.33, y:-1.61, z:1.92 ( ground is at y:0 ) The direction of the light is set this way: light.setDirectionToTarget( new BABYLON.Vector3(0,0,0) ); I don't no if it matter but I have already deactivate "backFaceCulling = false" for the ground Maybe someone can give me a hint how to solve my issue. Attached i have a picture with my lightning issue. The yellow point is the light.
  12. thank you, works fine
  13. Hi, sorry for bumping up this old thread, but I think its not finished yet. I have the same problem like Srisub. It occurs when I use computeWorldMatrix(true) inside the createScene function ( not in the runRenderLoop ). The result of the computeWorldMatrix looks wrong ( expect {X:3 Y:1 Z:0}, but get {X:1 Y:0 Z:0} ) If I use the code from Srisub it works. Here is a Playground where I can reproduce the problem. http://www.babylonjs-playground.com/index.html#1HMKOS#3 @Deltakosh maybe you can have a look on it
  14. perfect, thats what I looking for so there are two ways to get the result I "expected": first export it correct in blender (see file attached) or convert it in babylon with myMesh.convertToFlatShadedMesh(); Thank you all for your help
  15. what I don't understand is why the cone is complete pink (on the side where the light is ) and the tree only has a little pink top, I would expect that they are looking the same because the form is "nearly" the same. http://www.babylonjs-playground.com/#16XKTO#30