I am trying to use Cycles to create a shadow effect that will decrease intensity based on the length of the shadow. But I am only able to achieve this : enter image description here

What I am doing is I am calculating transparency based on the distance to the point that's rendered. (might be dumb)

enter image description here

I don't want the shadows to overlap. I wouldn't mind to change the way I do it if there's a better solution.

Scene I am using : enter image description here

Edit. This is what happens when I multiply the factor that used as factor to mix the shaders with the Ray Length : enter image description here

enter image description here

  • $\begingroup$ Related: blender.stackexchange.com/q/23934/3710 $\endgroup$
    – p2or
    Jul 18, 2016 at 19:12
  • $\begingroup$ This isn't exactly related as I want a hard shadow that decreases it's intensity in relation to distance. But the main difference is that mine is a hard shadow ( Size of Light set to 0 ) and theirs isn't. $\endgroup$
    – fredr121
    Jul 18, 2016 at 19:29
  • $\begingroup$ This seems interesting, though I'm not sure of understand correctly what you would like to achieve. Could you show a 3D view of your scene and a mock-up of the expected result? $\endgroup$
    – Carlo
    Jul 18, 2016 at 20:31
  • 1
    $\begingroup$ I've edited the original post and added overview and side view images. The directional light is slightly angled to cast a shadow ( wouldn't do so otherwise since the Size is set to zero ) $\endgroup$
    – fredr121
    Jul 18, 2016 at 20:59
  • $\begingroup$ Have you tried using the Ray Length output? $\endgroup$
    – PGmath
    Jul 18, 2016 at 21:02


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