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Author Topic: shadows killed my dielectric  (Read 2637 times)

VBSmiles

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shadows killed my dielectric
« on: October 05, 2008, 02:07:09 am »

In the first photo, everything went pretty smoothly and as expected. I rendered without shadows mainly to speed up render time ( kind of a pre-veiw for material, lighting, ect. )

In the second photo it didn't work out as nicely. I didn't have the object ( water ) casting or recieving shadows, but my blue water now looks like oil...

???                                    ???                                   ???
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VBSmiles

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Re: shadows killed my dielectric
« Reply #1 on: October 05, 2008, 03:41:18 am »

Further investigation shows that settings are being ignored; cast shadows and recieve shadows are not set in the sphere, yet they are showing...



The problem occurs with all objects, and not dielectric.
« Last Edit: October 05, 2008, 03:57:59 am by VBSmiles »
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VBSmiles

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2nd discovery
« Reply #2 on: October 05, 2008, 03:55:32 am »

Found another minor bug. Turning off shadows from lights does NOT turn them off. ( At least with soft shadows )
To turn them off, it is nessicary to uncheck soft shadows as well.
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Steve

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Re: shadows killed my dielectric
« Reply #3 on: October 05, 2008, 11:59:35 pm »

Shadows don't take on the color of transprent materials in any of Anim8or's renderers.  They're always black, hence the dark liquid with shadows enabled.

The ray tracer doesn't support turning off casting and receiving shadows for individual elements.  That information isn't stored with the ray-geometry intersection data so it's not easy to do.

I can't repro your soft shadow problem.  What kind of light is is?  And what kind of soft shadow?  (And I assume that you are using the ART renderer.)
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VBSmiles

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Re: shadows killed my dielectric
« Reply #4 on: October 06, 2008, 12:49:00 am »

Shadows don't take on the color of transprent materials in any of Anim8or's renderers.  They're always black, hence the dark liquid with shadows enabled.

The ray tracer doesn't support turning off casting and receiving shadows for individual elements.  That information isn't stored with the ray-geometry intersection data so it's not easy to do.

I can't repro your soft shadow problem.  What kind of light is is?  And what kind of soft shadow?  (And I assume that you are using the ART renderer.)

Thanks for replying,Steven. I kind of understood already on the shadows effecting the transparent materials. And one reason I was attempting to not cast and/or recieve. Just didn't realize this was not possible at this version :P

As for the soft shadows I'm using 2 lights. One is global, set at 300, and the other is a local light, set at 30 or 40.

Sorry, not presently on my own computer. I still have the file. though, can't say for sure when I'd be able to get it to you or attempt to recreate the problem.

Yes, I've been using the ART renderer ;)
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