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Can't cast shadow with SPS


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Hello everyone,

It's been a while, I'm glad that I can be (a little) back.

I summon @jerome, I believe this one is for you.

I want to cast shadow with the content of a SPS, but apparently I can't configure it the right way because I have no cast shadow.

Here's the code:

var sps = new BABYLON.SolidParticleSystem("Bots", this.scene);
var circle = BABYLON.MeshBuilder.CreateDisc("botCircle", { radius: 1, tessellation: 18, sideOrientation: BABYLON.Mesh.DOUBLESIDE}, this.scene);
let particleCount = this.botPerCircle*this.botCircleCount;
sps.addShape(circle, particleCount);
this.botsSPSMesh = sps.buildMesh();
this.botsSPSMesh.position.y = 20;
this.botsSPSMesh.material = partMat;

sps.initParticles = () => {
    for (let i = 0; i < sps.nbParticles; i++) {

sps.recycleParticle = p => {
    let b = allBots[p.idx];
    p.position.x = b.position.x;
    p.position.y = b.position.y;
    p.position.z = b.position.z;

    return p;



sps.billboard = true;
sps.computeParticleRotation = false;
sps.computeParticleColor = false;
sps.computeParticleTexture = false;

Unfortunately the result is not the expected one.


Thanks guys!

The SPS doesn't seem to also support Glow effect set by : var gl = new BABYLON.GlowLayer("glow", this.scene);

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mmmh... weird, it usually works. Can you reproduce this in a PG ?

I can see you're using the billboard mode. Billboarding means that an automatic rotation is applied to each solid particle. If these particles are planar (ex: quads), maybe the light source is in the same geometric plane than the 2D particles, so they don't cast any shadow at all ?

Just check with box particles (3D) instead of disc ones (2D).

Or add a pointlight set at the current camera position to cast shadows from the 2D particle surfaces

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