PBR - Receive Shadows from Another Object?

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I have an issue I hope you can help me with.

I'll put you in context and hope I can give you enough information. Let's say I have a PBR floor exported with diffuse, rough, metal and normal from 3DSMax with the Babylon plugin, as well as the environment texture for reflections. I would like to put a ball on this floor that casts a shadow over it, but for some reason it isn't working. It does work with a standard material, but not the PBR.

Does this have to do with the 3DSMax export? Am I missing something in code? Should I tweak the shader somehow?


Thank you for the help in advance!

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Is it true that we should only use the PBRMaterial, and not the PBRMetallicRoughnessMaterial to be able to use the lightmapTexture?

Also does the 3dsMax-to-babylon exporter currently supports the PBRMaterial material?

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Here is a scene trying to explain the issues:

First, you have 2 lights in your scene so I disposed the first one to isolate the shadow. Then using blurred shadow on a close range will create artifacts so I switched to hard shadow for the demo.

From this point we can see a bit of shadow on the helmet ( image.png.ea86c27edbe629b1fc0edf9516a92410.png


But why not hard ??? This comes from all the indirect light received by the helmet so let s turn it of (


So I have to admit it is not intuitive and easy to setup hence why I want to work quite a lot on Shadow for 3.2 :-)

Hope this helps,

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