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I've been trying to render anime style characters in blender's internal render using opengl rendering; I can get things to look okay as long as things don't have shadows, but as soon as I turn shadows on things get weird. In particular, the shading freaks out and puts square shadows everywhere on the model and remove shadows from areas on the model where there would normally be shadows.

enter image description here

Anyone know how to solve this?

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  • $\begingroup$ could it be a problem with the normals of the mesh? $\endgroup$ – WhovianBron3 Jun 19 '16 at 19:14
  • $\begingroup$ First, open Object Data tab > Geometry Data rollout and press Clear Custom Split Normals if the button is called like that. Then in Edit mode W > Remove Doubles and then Ctrl+N to recalculate normals (all selected for both cases). If that doesn't help please upload at least part of the problem mesh. $\endgroup$ – Mr Zak Jun 19 '16 at 20:09
  • $\begingroup$ Here's the model <img src="http://blend-exchange.giantcowfilms.com/embedImage.png?bid=1479" /> $\endgroup$ – Cell Head Jun 19 '16 at 21:21
  • $\begingroup$ Seems like it could be something with shadows on the material. If turning off ray tracing shadows for the sun lamp, these artifacts mostly go away (not all of them). Hard to tell more about Toon shader in BI though. $\endgroup$ – Mr Zak Jun 20 '16 at 13:26
  • $\begingroup$ is there a different way to cast shadows while also keeping that specific node and shader setup? $\endgroup$ – Cell Head Jun 20 '16 at 13:56

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