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When casting a shadow with an OmniLight3D with a distance more than ~171 units from the object being casted on, and an omni_attenuation of 0, the shadow becomes too unclear to the point of it not being able to be seen. With an omni_attenuation greater than 0, the shadow becomes unclear with an even shorter distance from the object.
Steps to reproduce
Create a 3D scene.
Add a MeshInstance3D node as a child of root with its mesh being a PlaneMesh.
Add another MeshInstance3D node as a child of root with its position being (0,1,0), and its mesh being a BoxMesh.
Add an OmniLight3D node as a child of root with its omni_range being 300, its omni_attenuation being 0, its position being (0,171,0), and its shadow_enabled property toggled on.
Wait, could it have anything to do with the limited size of shadow maps? If so, what could be possible solution without having to crank up rendering/lights_and_shadows/positional_shadow/atlas_size to a crazy high amount?
Tested versions
System information
Godot v4.3.stable - EndeavourOS #1 SMP PREEMPT_DYNAMIC Thu, 15 Aug 2024 00:25:30 +0000 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (nvidia; 555.58.02) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)
Issue description
When casting a shadow with an

OmniLight3D
with a distance more than ~171 units from the object being casted on, and anomni_attenuation
of 0, the shadow becomes too unclear to the point of it not being able to be seen. With anomni_attenuation
greater than 0, the shadow becomes unclear with an even shorter distance from the object.Steps to reproduce
MeshInstance3D
node as a child of root with itsmesh
being aPlaneMesh
.MeshInstance3D
node as a child of root with itsposition
being (0,1,0), and its mesh being aBoxMesh
.OmniLight3D
node as a child of root with itsomni_range
being 300, itsomni_attenuation
being 0, itsposition
being (0,171,0), and itsshadow_enabled
property toggled on.Minimal reproduction project (MRP)
godot-issue.zip
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