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Nesh108 avatar Nesh108 commented on May 21, 2024 1

Thanks, I will look into shadows later on. Being able to access the lights is already great :)

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fenomas avatar fenomas commented on May 21, 2024

Hi,

There is basically nothing in the engine yet about lighting or shadows. The shadow component just adds and manages a disc below entities, it doesn't have any real interaction with the scene or lights. And the scene gets initialized with a standard Babylon hemispheric light, which the client could remove, or add more, etc.

Basically, I don't know much about it and haven't done any serious thinking about it. Certainly happy to hear from anyone who does :)

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Nesh108 avatar Nesh108 commented on May 21, 2024

So, to access the light component and change/remove it, do I just go straight to noa.rendering._light or is there a proper getter for it?

Anyway, I will look into it and try some stuff with shadows. From my experience with Three.js, shadows seemed to slow down drastically the whole scene quite a lot.

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fenomas avatar fenomas commented on May 21, 2024

You could get it that way, or just through Babylon APIs - I think there's a scene.lights or scene._lights array, or some other accessor.

For performance, yes, I assume that just turning on shadows for everything would be very hard on performance, but I don't know any details, or if there are smart ways to do it.

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