Shadow from plane when Cast Shadows is set to OFF
3dOutlaw
Posts: 2,471
Does anyone know why a plane with a texture (diffuse and a opacity map) could cause a shadow on another object, when you have selected the plane prop in the Scene Tab and changed the Parameters -> Display -> Cast Shadows to "OFF"?
Anything else I need to turn off? (not running the beta, just DS 4.7)
Comments
Are you sure there isn't another item there? Does making the plane invisible remove the shadow?
Here is a test setup...just two plane primitives.
and yes, making the plane invisible in render makes the shadow go away.
Invisible...how (eyeball in the scene or Opacity to 0% or the on/off box in Parameters)?
What is the light set up?
That almost looks like occlusion to me...not a 'shadow' (as in the sense of one coming from the main lights).
Just did a quick test with some GI lights...and yes, some of them still provide occlusion when the Cast Shadows is off.
The light set up is as shown on the left...or do you mean how every light is positioned?
As I understand it, Ambient Occlusion is a shadow calculation, so wouldn't Cast Shadows = Off....remove it from that calculation? If not, how do I remove that particular object from Ambient Occlusion?
Invisible -> Visible in Render = Off
Cross posted...
But no. The Ambient Occlussion is a separate calculation from the shadow calculations. Depending on how the shader is written it may or may not respect that on/off setting.
Basically you need to have a light shader that understands categories and flagging. Which, most of the ones in DS don't.
******
Found a light that does work...Envlight2.
It is not included in DS, but it does come with the standalone 3Delight. Mustakettu85 does have a tutorial on how to import it into DS.
http://www.sharecg.com/v/75671/gallery/3/PDF-Tutorial/Alternative-Image-Based-Lighting-in-DAZ-Studio
First render is cast shadows on. Second is off. Envlight2 is the only light in the scene.
If you apply uberSurface, which comes with DS, to the non-shadowed plane you can find an Occlusion setting in the surface parameters - setting that to off will remove the occlusion with uberEnironment 2.
Hi everyone,
It's all about ray type.
1) "Cast shadows" is a switch for "transmission" visibility. "Transmission" type rays are those used for raytraced shadows, but I believe that the shadow pass (the one when DSM (deep shadow maps) are generated) should respect this setting, too.
2) "Occlusion" on/off is a switch for visibility to "diffuse" rays. "Diffuse" type rays are those used for ambient occlusion or indirect lighting.
The ray type is associated with certain shadeops (shading language functions) by default, but can be overriden by the author of the shader; basically, it's just a label.