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UWP Shadow #1649
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Fix shadow is showing on the back of the object #1649
You probably want to adjust the shadow bias to reduce the stripes. |
I removed the packages from my project and reinstalled them but the shadows are still showing on the back of the objects. Maybe I'm doing something wrong, did I update the packages correctly? I just uninstalled them then reinstalled them. I'm also using 2 directional lights, can tis cause issues? |
Is the model single layer or double layer? Could you provide the model for us to do the test? |
I can send you a model yes. Can I send it to [email protected]? |
You can upload in this issue or send to my email [email protected]. |
I sent the file via email. Was not able to upload it here. |
Here are the lights I add. I add the to SceneNodeGroupModel3D.
This is how I open the model before adding it to SceneNodeGroupModel3D. `using (var assimpContext = new AssimpContext())
Thank you for your help. |
Which version are you using? |
I'm using v2.18.0. "Date Published: Sunday, September 5, 2021". But after your fix #1652 I did remove all my packages and reinstalled them from nuget. |
You need to install nightly build, the fix is not in 2.18.0 |
I installed the nightly build but still the same problem. I installed from https://www.myget.org/F/helix-toolkit v2.19.0-revert-1634-win-0001. I tested with the models of the pictures on this issue and they all look the same. No difference. Maybe you can show me your light setup and Viewport3DX setup? I can then test and see if the problem still exists. |
The latest nightly build is 2.19.0-alpha.36 |
Works perfectly with that version. Thank you very much. |
Hello again.
I have 2 questions about shadows.
1: Why is the shadows that are casted on the inside of the model displayed on the outside too? How would I go about fixing this?
Inside:
Outside:
2: How can I get the shadow to be smooth and not show the stripes that it is showing?
This is how I create the ShadowMap3D:
var shadow = new ShadowMap3D(); shadow.AutoCoverCompleteScene = true; shadow.Intensity = 0.3; shadow.IsSceneDynamic = true;
Then I add the shadow.SceneNode to a SceneNodeGroupModel3D.
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