Skip to content


 Zabbix
 Grafana
 Prometheus
 Threejs and TypeScript
 SocketIO and TypeScript
 Blender Topological Earth
 Sweet Home 3D
 Design Patterns Python
 Design Patterns TypeScript
   
 Course Coupon Codes
Three.js and TypeScript
Kindle Edition
$6.99 $9.99 Paperback 
$22.99 $29.99




Design Patterns in TypeScript
Kindle Edition
$6.99 $9.99 Paperback
$11.99 $19.99




Design Patterns in Python
Kindle Edition
$6.99 $9.99 Paperback
$11.99 $19.99




Soft Shadows

Description

Soft shadows can be quickly implemented by editing the shadow parameters of radius and blurSamples. See the LightShadow base class of the shadow classes.

Depending on the shadowMap.type used by your renderer, you will get different quality blurring. You can also edit the mapSize used by your shadow.

In my example below, I am using the VSMShadowMap filter in the renderer and a relatively small mapSize of 256x256. This is a good compromise between quality and speed of rendering.

Example Script

./src/client/client.ts

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import Stats from 'three/examples/jsm/libs/stats.module'
import { GUI } from 'dat.gui'

const scene = new THREE.Scene()

const light = new THREE.DirectionalLight()
light.position.set(10, 5, 2)
light.castShadow = true
light.shadow.mapSize.width = 256
light.shadow.mapSize.height = 256
light.shadow.camera.near = 0.5
light.shadow.camera.far = 25
light.shadow.camera.left = -10
light.shadow.camera.right = 10
light.shadow.camera.top = 10
light.shadow.camera.bottom = -10
light.shadow.radius = 5
light.shadow.blurSamples = 25

scene.add(light)

const helper = new THREE.CameraHelper(light.shadow.camera)
scene.add(helper)

const camera = new THREE.PerspectiveCamera(
    75,
    window.innerWidth / window.innerHeight,
    0.1,
    1000
)
camera.position.set(9, 0.75, 3)

const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.VSMShadowMap
//renderer.shadowMap.type = THREE.PCFShadowMap
//renderer.shadowMap.type = THREE.PCFSoftShadowMap
document.body.appendChild(renderer.domElement)

new OrbitControls(camera, renderer.domElement)

const planeGeometry = new THREE.PlaneGeometry(100, 20)
const plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial())
plane.rotateX(-Math.PI / 2)
plane.position.y = -1.75
plane.receiveShadow = true
scene.add(plane)

const torusGeometry = [
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
    new THREE.TorusGeometry(),
]

const material = [
    new THREE.MeshBasicMaterial(),
    new THREE.MeshLambertMaterial(),
    new THREE.MeshPhongMaterial(),
    new THREE.MeshPhysicalMaterial({}),
    new THREE.MeshToonMaterial(),
]

const torus = [
    new THREE.Mesh(torusGeometry[0], material[0]),
    new THREE.Mesh(torusGeometry[1], material[1]),
    new THREE.Mesh(torusGeometry[2], material[2]),
    new THREE.Mesh(torusGeometry[3], material[3]),
    new THREE.Mesh(torusGeometry[4], material[4]),
]

const texture = new THREE.TextureLoader().load('img/grid.png')
material[0].map = texture
material[1].map = texture
material[2].map = texture
material[3].map = texture
material[4].map = texture

torus[0].position.x = -8
torus[1].position.x = -4
torus[2].position.x = 0
torus[3].position.x = 4
torus[4].position.x = 8

torus[0].castShadow = true
torus[1].castShadow = true
torus[2].castShadow = true
torus[3].castShadow = true
torus[4].castShadow = true

torus[0].receiveShadow = true
torus[1].receiveShadow = true
torus[2].receiveShadow = true
torus[3].receiveShadow = true
torus[4].receiveShadow = true

scene.add(torus[0])
scene.add(torus[1])
scene.add(torus[2])
scene.add(torus[3])
scene.add(torus[4])

camera.lookAt(torus[3].position)

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    renderer.setSize(window.innerWidth, window.innerHeight)
    render()
}

const stats = Stats()
document.body.appendChild(stats.dom)

const data = {
    color: light.color.getHex(),
    mapsEnabled: true,
    shadowMapSizeWidth: 512,
    shadowMapSizeHeight: 512,
}

const gui = new GUI()
const lightFolder = gui.addFolder('THREE.Light')
lightFolder.addColor(data, 'color').onChange(() => {
    light.color.setHex(Number(data.color.toString().replace('#', '0x')))
})
lightFolder.add(light, 'intensity', 0, 1, 0.01)

const directionalLightFolder = gui.addFolder('THREE.DirectionalLight')
directionalLightFolder.add(light.shadow, 'radius', 0, 25, 1)
directionalLightFolder.add(light.shadow, 'blurSamples', 1, 25, 1)
directionalLightFolder.open()

function animate() {
    requestAnimationFrame(animate)

    helper.update()

    torus.forEach((t) => {
        t.rotation.y += 0.01
    })

    render()

    stats.update()
}

function render() {
    renderer.render(scene, camera)
}

animate()