Shadow is really bright

Hello,

I use directional light and it generates shadows that are really bright. (see picture)
I want the shadow to be almost pitch black.
When googling this issue it seems that people mostly have the problem that their shadows are too dark.
I don’t want to increase the intensity of the light too much.

Can anyone help?

Go to the Lighting window and reduce Ambient to 0 or black.

I already tried it. The shadow disappears as it gets the same color as the texture.
And when I use a terrain (terrain editor) it is still really bright.
I want the shadow to be black.

Edit: I now use a texture that is really dark and brighten it by increasing the light intensity. But it…well…it looks weird… (shadow2.jpg)


Sorry if this is too obvious, but sometimes the easy things get overlooked. :wink:

On your Directional Light there is a slider in the shadows section that is for Strength. You may want this to be 1 or nearly 1.

it is 1 all the time. :slight_smile:

But when I now set the ambient light to 0 as Stardog says, I get a black shadow…the ground still looks weird…but I’m new to shading…so…
I try to use Area Light but it doesn’t work at all. When I drag it into the scene, activate the lightbutton and scale it up to 50x50, nothing is happening.

2854580--208666--shadow3.JPG

So far as I know, all ambient light does is fill in the shadows a bit with light. If it is at 0 (and shadow strength on your light is at 1), then your shadows should be solid black.

If you want to lighten things up a little, add some ambient back into the scene.

I’m not sure what you’re seeing wrong with your ground texture, but maybe you are bothered by black shadows on the ground, which you wouldn’t have much of if the ambient was higher (I suspect).

Hm…maybe I adjust the wrong parameter. Where can I find the ambient light? I’m playing with the Ambient Intensity that is in the Lighting. (see picture)

No…I don’t like how it looks when I set Tiling to more than 200x200. The way the texture is repeated looks not really good espacially when you look into the distance. But this is another topic…

2854679--208673--lighting.JPG

In the picture you have Ambient Intensity set at non-zero, so you should be getting lighter shadows when you bake. You should play with the settings, see what you like.

I haven’t been playing much with lighting lately, so I hope I’m giving you good info. :wink:

I guess what you’re not liking with the ground is the tiling? That’s a difficult thing to avoid. If you don’t have a texture that is handcrafted in a repeating pattern that avoids obvious tiling (like, say, a continuous brick pattern), you’ll need to come up with a clever solution.

One way is to use a very large texture and avoid tiling it, or arrange the scene geometry such that the tiling is hidden. In some cases you can get away with adding a detail texture, and you can make that big as well, but that doesn’t always work, especially for views from above.

If your ground is terrain, you can also use a shader that adds noise to the texture to make the tiling less visible, but I don’t have direct experience with making or using one of those. I think there are 3 or 4 different shader solutions in the store that can help with that (ATS Ultra, RTP, Distingo, and maybe Lux). If you’re using a mesh ground instead of terrain, I’m not sure there is a shader-based solution (other than a large texture and/or detail shader).

Sorry for the late respond.
I made a new texture 4000x4000 but I stell need to use tiling like at least 20x20. It doesn’t look good. It is really “pixely”.
I think I need to play with the LOD maybe. I hope it will look better when add some hills.