Yes, I believe so, because it's just a texture, and would need to be mapped onto a surface. If the surface is similar to a plane (maybe a slightly curvy ground, then it would probably work fine. But texture-mapping onto a sphere (the ball below it?) might be difficult to get to look right.
In the example, it's a grayish circle below the sphere, texture-mapped onto the "ground"
Ah, I've misled you. Sorry. A mesh casts a shadow, but if you have
a tree that is a Group of two meshes and set
the castShadow property on that Group, that property is
ignored. You'd like it to apply to all the meshes that are
descendants, but that's not the case. (It would be an easy feature to add, though.)
So, you just traverse the Group and mark all the meshes that are within it.
The meshes are still in a Group, and marking the meshes works fine.
I think this is a variant of the previous question.
Great question. Here's what I learned from ChatGPT:
Yes, you can absolutely personalize shadows in Three.js! While the default shadow behavior depends heavily on the type of light you're using, you still have a bunch of ways to customize how shadows appear. Here's a breakdown of what you can tweak:
Use renderer.shadowMap.type = THREE.PCFSoftShadowMap for softer shadows.
This only works with meshes that receive shadows, so you’d apply it to a plane or ground mesh.
You're welcome!