Skip to main content
Filter by
Sorted by
Tagged with
0 votes
0 answers
58 views

I would like some help with me shadow mapping. The issue I am having, I am assuming is with self shadowing. It is like the shadow is not mapped to my model correctly. See image to see what it looks ...
Jevan Dean's user avatar
1 vote
0 answers
72 views

I switched to the new PBR shader which I spied from another resource and I see again this weird specular artifact. Or is every Sponza supposed to be like that? sponza artifact 1 sponza artifact 2 Here ...
John Stoner's user avatar
1 vote
1 answer
66 views

The problem is specifically when i look at the corners of the room. When i do that the specular lightning gets brighter: ...and when i look at a flat wall doesn't: Here i post the entire code: #...
Symeon's user avatar
  • 21
1 vote
0 answers
102 views

Why is my three.js cube looking translucent when I change the metalness, roughness, and color even though opacity stays at 1. The translucence only appears with a rectangle light, not a point light. ...
Dashiell Rose Bark-Huss's user avatar
-1 votes
1 answer
221 views

I've got a quick question. Is there a way to activate the two-sided lighting when working with mayapy.exe? I've been creating playblasts with it and the results have been almost satisfactory, except ...
Hamed's user avatar
  • 35
1 vote
0 answers
29 views

I'm making a simple 3d viewer/editor app, and the renderer for some reason always renders the lit sides on top and unlit ones in the back. here is the full project https://drive.google.com/drive/...
Levon's user avatar
  • 13
4 votes
1 answer
235 views

I have a legacy OpenGL fixed-pipeline app which has been ported from Windows (32-bit) to MacOS 64-bit. The problem is that if I have a scene with a non-positional light, everything works great. If I ...
Michael Wilson's user avatar
1 vote
0 answers
30 views

I'm currently making an LOD system for terrain. I have a high-res mesh: And a low-res mesh: As you can see, the high-res mesh is significantly brighter than the low-res mesh. They are definitely ...
Jimmy Diddler's user avatar
0 votes
0 answers
225 views

I made a Unity project via the 3D URP, and I've been trying to use lighting thru sprite renderers, and 3d objects, however it doesn't work.. At all. I'm trying to test to see if a red light would ...
Navanoid's user avatar
2 votes
0 answers
179 views

In my three.js project, i have a static scene, that I want to add lighting and shadow to. Since its static, I dont need to re-calculate lights and shadow each frame. When it comes to shadows, I can ...
tennesea's user avatar
1 vote
0 answers
439 views

I'm working on a Unity project where I need to optimize performance by baking lightmaps for my prefabs (the prefabs should always look the same regardless of their position so there is no point in ...
Bishok's user avatar
  • 439
0 votes
0 answers
32 views

I have two faces alwas black, even if i remove shadow from shader they still not clear visible. I use base project from webGPU examples . If i update light location/position 2 faces ( image dice ...
Nikola Lukic's user avatar
  • 4,274
0 votes
0 answers
37 views

I've opened up the Sample Scene in the VR Core template (in the latest Unity version: 2022.3.22f1) and I'm messing around with it. I'm trying to see what differences there are between it and the old ...
cael hansen's user avatar
0 votes
0 answers
104 views

Those grasses are game objects and they receive incorrect lighting. I don't use static objects and light maps, every light have only real time lighting. I have a day-night cycle and grasses are lit as ...
Uğur Tuna Koca's user avatar
0 votes
1 answer
696 views

Im install lightningcss and configure vite config. So i define lightningcss and customMedia: true. import browserslist from "browserslist"; import { browserslistToTargets } from "...
Vlad's user avatar
  • 1

15 30 50 per page
1
2 3 4 5
54