If this is happening with a "Sun" type light, you want to select the "Light" object in the scene, and in its Object Data Properties Panel, adjust the Shadow -> Cascaded Shadow Map -> Max Distance setting. Even though this appears in the Light's properties, as per the manual, it's related to camera distance:
Cascaded Shadow Map -> Max Distance.
I think you're just seeing the difference in shadow rendering quality between preview and final render. If I load your scene, the preview looks similar to the above:
but a true F12-initiated render looks far better:
Welcome to Blender! It's a big, complicated piece of software where lots of things can go wrong, and it takes a lot of practice to get used to it, so no real surprise that you had a tough night working on this.
In the posted .blend file, the "inner crystal" had no material, so maybe you uploaded it before shading it green and blue.
The "outer clear part ...
The light in the default scene is a point light named "Light". It has the following properties:
Location: $(4.0762, 1.0055, 5.9039)$
Power: $1000\ W$
Radius: $0.1\ m$
A new point light can be added through the menus Add > Light > Point. If you set the same properties for the newly created point light it should look just like before.
In general, if you've ...
There is a setting to disable shadows per material.
But it seems to have more disadvantages compared to Cycles. But it should work in your case.
You can also use compositor to remove shadows and more.
The key things here:
Object render visibility is an object setting.
Collection visibility is a view layer setting.
Transparent is a scene setting
I am not a Blender professional and I am still a beginner as I use it to render some sketches in order to plan paintings. Don't know if I can help you but I guess that you are trying to recreate the motion of the moon around the Earth. In this sense, the render is cute accurate, the light (sun) in your scene is behind the moon, you have a sun eclipse there.
-Low Texture Resolution / Light with Specular = 1
-High Texture Resolution / Light With Specular = 1
-High Texture Resolution / Light with Specular = 0
see if tweaking any of these values solvesyour problem
If your problem is that the light is too small, then changing the radius setting in the properties should fix your problem. If it is too weak, you should change the power setting.
If that doesn't answer your question, please specify.
I like the effect you have managed with your solution.
You can use a shader in Eevee with the node setup shown.
The inputs on the left control intensity, scan (vertical offset) and focus (sorry I forgot to rename this one). Thhis can be modded for different scan orientations using the mapping node.
Thought I would offer some explanation on this,...
I end up with a plane with Bool modifier and Wireframe modifier.
Here is the setup:
Create a plane which is big enough to cover the object you need to scan.
Apply a Boolean Modifier with Union option and select the object.
Add a Wireframe Modifier to it and set the thickness to desired amount.
Setup the material of the plane with emission or something else ...
Click this little Funnel icon in your browser to open the Filter setting,
see if this Icon is on or off. You probably set the light to be Invisible in the viewport, i.e. the Monitor Symbol, and then reset the filters to just show the icons for visibility, i.e. the Eye.