New answers tagged

1

If you're using Cycles: Select your smoke object, go to Object Properties tab, then Visibility > Ray Visibility and disable Shadows.


3

There is a "shadow catcher" option in the object visibility properties. It works only in cycles. Actually I don't know of a simple easy way to do it in Eevee.


2

You need to disable Ambient Occlusion in the world properties. If you use the shader of the sun itself to light the scene, your texture will be overwhelmed by the emission part and any detail will be lost. You can emulate the light from the sun by using a point light centered on the sun itself. Remember to set its size to a high enough number so that it is ...


0

The way to get control of the shadows was to have a light with high intensity, and then a mesh with white albedo color. Then the node graph in the image shows how to filter the shadowed part out from the render. There's no light path node at all anymore.


3

It turns out that the 'Bias' option for the non-sun light sources needed to be set to the absolute minimum. Everything looks great now.


0

I'm not sure but I imagine it could have something to do with the way the point lamp works. I don't think that one is more accurate than the other but that the point lamp produces these perfectly harsh shadows because the light source, as the name suggests, comes from one single point and doesn't have any dimensions. If you think about it soft shadows can ...


1

Shader to RGB node Start by creating a bump map from a 3D noise like the following: Feed a shader with strong specularity with the bump map. Then use the shader to rgb node to extract the color info of the surface. Use a color ramp node to tint the shadow, the midtones and the highlites.


4

Denoisers use an algorithm to predict and remove noise (the fireflies). However, when your image gets too noisy, the algorithm will be unable to predict what is supposed to be where (remember it's looking at the pixels and running some sort of math to try and guess what you don't want in the scene, and how to use the surrounding pixels to fix it). In this ...


0

Adjust Bias and thickness to your needs. If it's still renders gaps try higher res shadows. An Example:


7

The shading issue is coming from the subdivision modifier trying to average out all those cuts into the surface. The explanation for how to resolve that issue is a bit lengthy and took me quite a while so please consider upvoting this solution if it helps. Please note, I've assumed you're trying to build these windows and attach them to the outside of the ...


Top 50 recent answers are included