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My shadows are a pitch blacklate-alligatorHello, following this lesson all the way to the end, I couldn't get my shadows to soften up and be a lighter grey like they are in the screenshots. I tried messing with the values of the worldenvironment background and ambient lights but my character shadows are still black. It's not too bad but I do like the way the shadows look in the screenshots and I'd like to match them :)30Sep. 10, 2024
Add node as child of?MelabelaIn these node addition sentences:
- `In the *Game* scene, create a new DirectionalLight3D node`
- `First, add a WorldEnvironment node`
...they don't say which **parent** node to create these under. Nor are there screenshots nearby showing the node tree.
(Note in previous lessons, the parent node is clearly mentioned, when creating a new node.)
FYI - I added these under the top-level `Game` node. This worked as expected for the lesson.10Aug. 14, 2024
Colour preview for world environment ambient light custom colour in course differs from whats previewed for me?LIQRSHWhile the game scene looks identical, the preview in this course for "#1A1A1A" appears as a lighter grey then on my screen. Does not affect the content of the course in the slightest just curious as to why this could be :) 10Aug. 08, 2024
Explanation of Max DistanceTJHi! I'm really enjoying the 3D course! Just a small question, I'm not sure if it's intentional, but there are two explanations mentioned for the Max Distance property of the light's shadows. There are two paragraphs and the second paragraph has phrases very similar to the first paragraph, which is somewhat confusing. Here are the two paragraphs in question:
(1) The jaggedness is due to how far from the camera Godot tries to render shadows. The Directional ShadowMax Distance property controls the distance up to which Godot tries to render shadows. Regardless of the distance, the engine uses a fixed image size to render shadows. So, the higher the Max Distance property is, the less precise shadows become. By lowering the value to a distance closer to the camera, we can get crisper shadows for the same performance cost.
(2) To save up on rendering time, Godot only renders shadows within a specific perimeter around the camera. The Directional ShadowMax Distance property controls the distance up to which Godot tries to render shadows. No matter what this distance is set to, Godot always renders shadow to an image of the same fixed size. So, the higher the *Max Distance* property is, the less precise shadows become. By lowering the value to a distance closer to the camera, we can get crisper shadows for the same performance cost.10Jul. 14, 2024
Shadow max distance script?expensive-wallabyWould it be a good idea to add a script to the camera that automatically sets the directional shadow maximum to be the camera distance plus a constant value? Just so if we decide to change the camera around it will always be up to date? Perhaps the @tool function could make it so it also changes the value while editing the game?10Jul. 13, 2024
Lesson Q&A
Use this space for questions related to what you're learning. For any other type of support (website, learning platform, payments, etc...) please get in touch using the contact form.