Strange shadows

Since this is my first post in here — Hi everybody :slight_smile: Great community which I have enjoyed learning from so far.

Now straight to the problem:

I’m experiencing some unwanted shadow issues in my scene and have attached four different images to show the problem…


There is a weird hole in the shadow and the shadow does not start at the corner of the building.


The Shadow from the eaves of the roof is detached and hanging on the middle of the facade.


Once again the shadow is not starting at the corner of the building.


The shadow from the pent roof is detached and hanging on the middle of the facade.

I am using one directional light in my scene. Have tried many different shadow and light settings, but the shadows are shown in the same wrong way no matter what I do. I suspect it must be something with the models, if it isn’t a problem with Unity …
The models are created in 3ds max and exported as FBX. Each model is one mesh with one texture, and the faces are one sided. I have tried to export them two-sided, but same problem. I have also double-checked that the faces are facing the right way.

So I hope someone has an idea as to what might be wrong or maybe even has experienced similar problems and knows the solution?

Just tell me if you need further details. Since I have no idea what is causing the problem, I am not sure which details to provide…

Thanks

I would say the fact that the normals are one sided is the issue. It seems shadowing requires normal information to figure out where to go.

This makes quite a difference if your used to deleting otherwise unseen faces. Now you have to account for “everything” that is virtually “there”, and not go deleting unseen parts for polycounts sake.

Perhaps lightmapping might be the way to salvage this.

/is my guess

HTH
AC

Try lowering the Constant Bias or Object Size Bias varibles.

Setting the object size bias to 0 solved the problem - thanks!

Not sure about the consequences of setting it to 0 though, but I’m happy for now :slight_smile: