Looks right!
by user 263967078346653697
Looks right!
by user 263967078346653697
can you tell me what it means to have dir light inn wrong place?
by user 263967078346653697
i thought only rotation matters?
by user 263967078346653697
now my scenes in build are darker than in editor
by user 263967078346653697
is it all about light shadow data?
by user 263967078346653697
okay so issues with light i guess
by user 263967078346653697
In native unity the light location does not matter, but for needle it’s very important. The button that @Marcel_Wiessler1
was referencing enables a gizmo that shows you the coverage area in your scene. You can adjust the size of the box via the component as shown in the screenshot. The goal is to place the light in the best location so that you need the smallest box possible to cover the whole area. I hope that makes sense!
by user 300386587278049291
ye i now did all that
by user 263967078346653697
set environment lighting to fully white
by user 263967078346653697
and still
by user 263967078346653697
all scenes are darker than in editor
by user 263967078346653697
also in these scene only there’s weird abberations
by user 263967078346653697
heres how bright its supposed to be
by user 263967078346653697
I’ve seen those aberrations when the shadow box size is too big, curious what @Marcel_Wiessler1
thinks
by user 300386587278049291
oh right thats the only scene where i reshaped the light
by user 263967078346653697
Yeah when you make it too big you’ll get what’s known as shadow acne where basically the dpeth test for shadows is too close to the plane below it, resulting in these “stripes”. You can adjust the near/far values on the light component / additional light component to adjust that
Unfortunately there’s no 100% fit between how Unity handles shadows and how three.js does it, so some fiddling may be required depending on the size and structure of your scene
shadow acne lmao
by user 263967078346653697