Hi everybody.

For a current project I need the ShadowMapViewport. Although it works and 
looks (mostly) well, I encounter some problems:

* Ideally, I need a DirectionalLight with (0 -1 0) Direction. However, I 
have Objects in my Scene, that have vertical polygons in the same 
direction. As the ShadowMap is projected on them, the look quite ugly 
(stripes!). Is there a way to let Geometry cast shadows but don't receive 
them? (ExcludeNodes avoids only casting shadows as far as I can see). 
This should be quite simple, as the shadowmap simply isn't applied to the 
material of the corresponding nodes, but I haven't found the code where 
this happens. Could someone give me a hint?

* My scene dimensions are very large, but I need Shadows only on a small 
part. With a directional light, the shadows look terrible, as I can see 
large pixels of the map. Is there another way to solve this than using 
local lights (which would be quite complicated to implement in my 
system). I'm currently thinking about adding  some new parameters to the 
ShadowViewport, so that it is possible to use user defined scene 
boundaries instead of those supplied by the bounding box of the scene. Is 
there a simpler way?

Thanks and regards,
Dominik


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