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Using Blender Internal, is there a way to make light pass through a solid object, such as a cube, as if it wasn't there? The cube of course would still be rendered.

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2 Answers 2

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Yes.

Go to the Properties panel > Materials tab > Options menu and deselect Traceable. Now, if, for example, you had a Cube with a Point Lamp inside, the point lamp would still affect the scene's lighting. You will, however, also have to have lamp(s) outside the cube to light it.

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Also, consider looking at this .blend file. The cube in the center is the one with the lamp inside.

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  • $\begingroup$ Thank you. I have no idea how I missed this. $\endgroup$
    – Tritofic
    Commented Jun 3, 2016 at 0:44
  • $\begingroup$ @Tritofic Glad to help. I learned about it in the BlenderGuru subway tutorial a while back. $\endgroup$
    – Shady Puck
    Commented Jun 3, 2016 at 0:45
  • $\begingroup$ How do I do this inside of Cycles however? $\endgroup$ Commented Jan 16, 2018 at 2:35
  • $\begingroup$ @NaturalistUbuntu Use LightPath > IsCameraRay as the fac in a Mix Shader node with your material in the bottom input socket and a Transparent BSDF in the top input socket. $\endgroup$
    – Shady Puck
    Commented Jan 16, 2018 at 18:03
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disable "traceable" in material options to prevent the object from casting a shadow and let light pass though it.

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