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Here is a link to the blend file

Click here to download I created this set of gumdrops with an array modifier. The Rectangle underneath is shaded to like marble and has a couple of image textures and BSDF settings. It isn't really catching the shadows but the reflections and whatnot are visible. I'm assuming the problem is the shader on the plane but I don't know how to fix it.

I really doubt it's a settings thing or lighting issue. The only active light I got in the scene is an area light with a reasonable amount of watts. As you can see, in the image the shadows are too "red" when I try out on a blank plane with no shader adjustments(Exhibit A). Meanwhile, with my makeshift marble shader it looks goofy as well (Exhibit B). Any takes?

I included the blend file and some images.A enter image description here

Benter image description here

Heres a pic of the marble shader from exhibit B. enter image description here PS. anyways that aside, I also want these gumdrops to be different colors but don't know how to do so because it's an array modifier, amimated, and I dont know where to put the color ramp in my nodes to make it happen.

If any of yall know I'd be very happyenter image description here

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  • $\begingroup$ Your renders look a little blown-out, like your lighting is perhaps too strong. Is it possible that the lighting conditions are simply too extreme to get much in the way of noticeable shadows? Maybe try reducing the intensity of the lights and checking if that changes anything? $\endgroup$ Apr 17, 2021 at 3:54
  • $\begingroup$ Yeah thats what I thought too. I messed with the lighing radius, watts, position, angle, you name it. @AlexisKing I adjusted it once more and the scene looks dimmer, but the problem remains $\endgroup$
    – Marmariyis
    Apr 17, 2021 at 4:10
  • $\begingroup$ can you provide your blend file please? $\endgroup$
    – Chris
    Apr 17, 2021 at 4:50
  • $\begingroup$ drive.google.com/file/d/1rbSa3n3EWEVYxSwO49EbrgmZkMmkHzMj/… @Chris here ya go $\endgroup$
    – Marmariyis
    Apr 17, 2021 at 5:02

1 Answer 1

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enter image description here

Right here you are telling a Transparent BSDF to amplify the light passing through the gumdrops in a non-realistic way. Stick to Value and Saturation in the 0 - 1 range to produce realistic results.

Geometry -> Random Per Island is the key to separating out an array.

enter image description here

You could replace the Viewer here with your Color Ramp.

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