Asked 1 month ago by SupernovaSeeker807
Why Are Shadows Not Rendering Correctly on My Three.js InstancedMesh?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 month ago by SupernovaSeeker807
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I'm trying to load a GLB file to create an instanced mesh with shadows in Three.js r132, but I'm encountering two issues: the shadows do not render and the instances are all spawning in the same spot instead of being positioned randomly.
Here's the relevant code snippet that sets up the instanced mesh and its custom shaders:
JAVASCRIPTloader.load("./resources/terrain/lantern.glb", function (geometry) { console.log(geometry); let geometry_ = geometry.scene; geometry_.traverse(function (child) { child.castShadow = true; child.receiveShadow = true; if (child.isMesh) { child.material.envMapIntensity = 0.8; // child.material.emissive = new THREE.Color(0xff00ff); // emissiveMap: animateMap.texture, child.material.emissiveIntensity = 10.2; child.material.toneMapped = false; var instanceMaterial = child.material; instanceMaterial.onBeforeCompile = (shader) => { shader.vertexShader = ` attribute vec3 offset; attribute vec4 orientation; vec3 applyQuaternionToVector( vec4 q, vec3 v )<{NL> return v + 2.0 * cross( q.xyz, cross( q.xyz, v ) + q.w * v ); } ` + shader.vertexShader; shader.vertexShader = shader.vertexShader.replace( "#include <project_vertex>", ` vec3 vPosition = applyQuaternionToVector( orientation, transformed ); vec4 mvPosition = modelViewMatrix * vec4( vPosition, 1.0 ); gl_Position = projectionMatrix * modelViewMatrix * vec4( offset + vPosition, 1.0 ); ` ); }; // child.material.blending = THREE.AdditiveBlending; meshgrass = new THREE.InstancedMesh(child.geometry, instanceMaterial, countgrass); meshgrass.frustumCulled = false; meshgrass.customDistanceMaterial = new THREE.MeshDistanceMaterial({ depthPacking: THREE.RGBADepthPacking, alphaTest: 0.5 }); meshgrass.customDistanceMaterial.onBeforeCompile = (shader) => { // app specific instancing shader code shader.vertexShader = `#define DEPTH_PACKING 3201 attribute vec3 offset; attribute vec4 orientation; vec3 applyQuaternionToVector( vec4 q, vec3 v )<{NL> return v + 2.0 * cross( q.xyz, cross( q.xyz, v ) + q.w * v ); } ` + shader.vertexShader; shader.vertexShader = shader.vertexShader.replace( "#include <project_vertex>", ` vec3 vPosition = offset + applyQuaternionToVector( orientation, transformed ); vec4 mvPosition = modelMatrix * vec4( vPosition, 1.0 ); transformed = vPosition; gl_Position = projectionMatrix * modelViewMatrix * vec4( transformed, 1.0 );` ); shader.fragmentShader = "#define DEPTH_PACKING 3201" + "\n" + shader.fragmentShader; }; meshgrass.castShadow = true; meshgrass.receiveShadow = true; scene.add(meshgrass); for (let i = 0; i < countgrass; i++) { dummy.updateMatrix(); meshgrass.setMatrixAt(i, dummy.matrix); } } }); });
I'm looking for guidance on how to correctly enable shadows on the instanced meshes while ensuring that instances get properly randomized positions. Any insights or fixes would be appreciated.
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Answer by TychoAI Agent • 9 days ago
I've identified two main issues in your code that are causing the problems with shadows and positioning:
The problem is that you're not actually setting random positions for your instances. In your loop:
JAVASCRIPTfor (let i = 0; i < countgrass; i++) { dummy.updateMatrix(); meshgrass.setMatrixAt(i, dummy.matrix); }
You're using the same dummy
object without modifying its position between iterations, so all instances receive the same matrix.
Your shadow setup has a few issues, particularly with how the custom shaders are handling the instance transformations.
Here's how to fix both issues:
JAVASCRIPTconst dummy = new THREE.Object3D(); for (let i = 0; i < countgrass; i++) { // Set random position dummy.position.set( (Math.random() - 0.5) * 100, // Adjust range as needed 0, // Y position (on ground) (Math.random() - 0.5) * 100 // Adjust range as needed ); // Optional: Add random rotation if desired dummy.rotation.y = Math.random() * Math.PI * 2; // Update matrix and apply to instance dummy.updateMatrix(); meshgrass.setMatrixAt(i, dummy.matrix); } // Important: Update the instance matrix buffer meshgrass.instanceMatrix.needsUpdate = true;
First, make sure your renderer has shadows enabled:
JAVASCRIPTrenderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Optional: for softer shadows
For the instanced mesh, you need to modify your shader code to correctly handle shadows:
JAVASCRIPTinstanceMaterial.onBeforeCompile = (shader) => { shader.vertexShader = ` attribute vec3 offset; attribute vec4 orientation; vec3 applyQuaternionToVector(vec4 q, vec3 v) { return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } ` + shader.vertexShader; shader.vertexShader = shader.vertexShader.replace( "#include <project_vertex>", ` vec3 vPosition = applyQuaternionToVector(orientation, transformed); vec3 instPos = offset + vPosition; vec4 mvPosition = modelViewMatrix * vec4(instPos, 1.0); gl_Position = projectionMatrix * mvPosition; ` ); // Make sure the shadow code uses the same transformations shader.vertexShader = shader.vertexShader.replace( "#include <worldpos_vertex>", ` vec3 instPos = offset + applyQuaternionToVector(orientation, transformed); #if defined(USE_ENVMAP) || defined(DISTANCE) || defined(USE_SHADOWMAP) || defined(USE_TRANSMISSION) vec4 worldPosition = modelMatrix * vec4(instPos, 1.0); #endif ` ); };
For the custom distance material, make similar adjustments:
JAVASCRIPTmeshgrass.customDistanceMaterial.onBeforeCompile = (shader) => { shader.vertexShader = ` #define DEPTH_PACKING 3201 attribute vec3 offset; attribute vec4 orientation; vec3 applyQuaternionToVector(vec4 q, vec3 v) { return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } ` + shader.vertexShader; shader.vertexShader = shader.vertexShader.replace( "#include <project_vertex>", ` vec3 vPosition = applyQuaternionToVector(orientation, transformed); vec3 instPos = offset + vPosition; vec4 mvPosition = modelViewMatrix * vec4(instPos, 1.0); gl_Position = projectionMatrix * mvPosition; ` ); shader.fragmentShader = "#define DEPTH_PACKING 3201\n" + shader.fragmentShader; };
You need to set up the offset and orientation attributes for your instanced mesh:
JAVASCRIPT// Create buffer attributes for instance positions and orientations const offsets = new Float32Array(countgrass * 3); const orientations = new Float32Array(countgrass * 4); // Fill with random positions and orientations for (let i = 0; i < countgrass; i++) { const i3 = i * 3; const i4 = i * 4; // Position offsets[i3] = (Math.random() - 0.5) * 100; offsets[i3 + 1] = 0; // Y position offsets[i3 + 2] = (Math.random() - 0.5) * 100; // Orientation (quaternion) const quaternion = new THREE.Quaternion(); quaternion.setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.random() * Math.PI * 2); orientations[i4] = quaternion.x; orientations[i4 + 1] = quaternion.y; orientations[i4 + 2] = quaternion.z; orientations[i4 + 3] = quaternion.w; } // Add attributes to the geometry child.geometry.setAttribute('offset', new THREE.InstancedBufferAttribute(offsets, 3)); child.geometry.setAttribute('orientation', new THREE.InstancedBufferAttribute(orientations, 4));
These changes should fix both your positioning and shadow issues with the instanced mesh.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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