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@pixelflinger was working exactly on this problem. Do you have a repro case though? |
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For very large scenes with the light behind the camera, you have to disable lispsm and use cascades instead. This is because lispsm optimizes the resolution closer to the camera. In your picture, the light is almost behind the camera and the shadows are far from the camera. If you want to keep lispsm you have to adjust the near plane hint in Shadow options. Lispsm works great when the light is above and the direction perpendicular to the view direction. |
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@romainguy @pixelflinger Thanks to reply // Load Light
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@pixelflinger This is the model data. |
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Yes, I didn't choose the best words. I meant the distance from the eye to the shadowed point. I'm this case there is no shadow close to the camera, all shadows are far, and lipsm works against you in that case. |
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For the three picture above, the first picture is the shadow effect when the camera is at a far distance, the second picture is the camera at a middle distance, and the third picture is the camera at a closer distance |
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Yes, it's because lispsm is able revert to an Ortho projection when it figures out that it's not working well. But that logic doesn't work all the time. Far away it reverts to Ortho, so it looks okay, up close or does what is supposed to, so it works. In the middle, it struggles. Just disable lispsm, or adjust the znear hint. |
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thanks!I'll try the method you mentioned |
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The 3D model is placed in a large world where the shadows shake at a Specific camera height. And this phenomenon does not occur in a small scene. How should this problem be solved? The platform is android. Thanks
Originally posted by @wddl in #7188
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