From c0cdbf0617c4cf92b5bd9a4885c1749e72e1eac3 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 18 Feb 2023 02:01:37 +0100 Subject: [PATCH] Document shadow quality workaround with orthogonal camera in Your first 3D game This is required for now, as the DirectionalLight3D's Shadow Max Distance isn't taken into account when using an orthogonal camera. This is an engine issue, but since this tutorial is a starting point for a lot of people, it's important to point out a workaround right here. --- .../first_3d_game/03.player_movement_code.rst | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/getting_started/first_3d_game/03.player_movement_code.rst b/getting_started/first_3d_game/03.player_movement_code.rst index e34132e0c..b3a6d822b 100644 --- a/getting_started/first_3d_game/03.player_movement_code.rst +++ b/getting_started/first_3d_game/03.player_movement_code.rst @@ -408,6 +408,19 @@ Select the *Camera* again and in the *Inspector*, set the *Projection* to *Orthogonal* and the *Size* to ``19``. The character should now look flatter and the ground should fill the background. +.. note:: + + When using an orthogonal camera in Godot 4, directional shadow quality is + dependent on the camera's *Far* value. The higher the *Far* value, the + further away the camera will be able to see. However, higher *Far* values + also decrease shadow quality as the shadow rendering has to cover a greater + distance. + + If directional shadows look too blurry after switching to an orthogonal + camera, decrease the camera's *Far* property to a lower value such as + ``100``. Don't decrease this *Far* property too much, or objects in the + distance will start disappearing. + |image10| Test your scene and you should be able to move in all 8 directions and not glitch through the floor!