Verge3D for Blender Basics – Part 4 – Shadows


this is the first part of our tutorial we’re making an intuitive web application and in this part we’ll be dealing with shadows so our model is currently like hanging in space so let’s sneak peek and there’s no floor where is no shadows so we want it to be standing on the floor we also want the nightstand to cast shadows to the floor and finally we want to cover the background with something like more pleasant so with this when our sphere model comes in handy so let’s make it renderable and unhide it and check how it looks alright so how do we make the shadows so first of all go to the render tab render tab and enable shadows so if you try it to listening thick now we want actually not as them this is because the sphere also casts shadows and now everything is in shadow so we need to disable shadows for the sphere and we can do this in the object settings so go to object and disable please shadow casting setting right now check it again and see that shadows started to cast okay close these intermediate results and let’s continue with the shadows so let’s start by going to the lamp settings and tweak some verse Fuji settings actually I’m not virtually but okay we actually have to go to the data tab for our lamp in order to be able to tweak the shadow settings so and let’s start by setting the end for our shadow volume to some number which is less than the currently default value this is because the last shadow volume is better the quality of the shallows so our scene is rather small so I think ten units will be alright for the shadow volume [Music] let’s also tweak the softness because the default value causes this the shadows to be like duplicate or multiple multiple render it in multiple so we want don’t want such softness so let’s make it less or just one for example and let’s get check it so yeah it is more correct now and what we want to do next is to you see here we got some artifacts that are make our picture not so clean as we wanted so let’s get rid of these artifacts by tweaking the bias and you can tweak advise I already made some experiments so I found that bias for will work the best in this scene so if we run again you see that the shadows now much more cleaner and [Music] finally let’s make the lamp intensity a bit higher so let’s change its energy to say again I did some experiments to say 1.7 in order to force shadows to be more [Music] distinct and [Music] contrast right so that’s always the shadows let’s continue our on premise in in the next part

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