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Cast Shadows

Posted: Wed Aug 24, 2016 1:09 pm
by BorderLine
Hi,
How opacity map can cast shadows ?
One map + one opacity map doesn't cast shadows on ground !
Thanks in advance
Franck

Re: Cast Shadows

Posted: Wed Aug 24, 2016 3:44 pm
by juanjgon
Can you post a sample image/scene with this issue? The shadows should be rendered taking the opacity maps into account.

Thanks,
-Juanjo

Re: Cast Shadows

Posted: Wed Aug 24, 2016 4:10 pm
by FrankPooleFloating
Franck, you need to have Alpha Shadows enabled in RenderTarget.

Re: Cast Shadows

Posted: Wed Aug 24, 2016 5:06 pm
by BorderLine
Thanks, but,yes, Alpha shadows enabled !
Attached render with problem.

Re: Cast Shadows

Posted: Wed Aug 24, 2016 5:30 pm
by BorderLine
Another problem ! If i use Octane projection node, the products are white. I f i use UVMAP node, Products are goods (no cast shadows).

Re: Cast Shadows

Posted: Wed Aug 24, 2016 5:32 pm
by juanjgon
Can you send me the scene to test it here?

Thanks,
-Juanjo

Re: Cast Shadows

Posted: Wed Aug 24, 2016 6:19 pm
by juanjgon
The shadows problem is related to the shelf material. It is too specular, with the diffusion parameter near to 0. Without diffuse reflection, you can't have direct light shadows.

-Juanjo

Re: Cast Shadows

Posted: Wed Aug 24, 2016 6:21 pm
by juanjgon
The projection node seems to work fine here, but you need to link it to both texture nodes.

-Juanjo

Re: Cast Shadows

Posted: Wed Aug 24, 2016 6:47 pm
by BorderLine
Ok ! Thanks !
I'm ok for UV map, but i don't understand diffuse and specular. Can you show me your map setting to have cast shadow ?
Thanks

Re: Cast Shadows

Posted: Wed Aug 24, 2016 7:18 pm
by BorderLine
I'm trying with your setting, but no cast shadow.
I've seen you have a black background. Here is white !
Thanks