[Bf-committers] Re: Re: CVS commit: blender/source/blender/makesdna DNA_material_types.h blender/source/blender/render/intern/source ray.c zbuf.c blender/source/blender/src buttons_shading.c

GSR gsr.b3d at infernal-iceberg.com
Sat Feb 4 20:00:14 CET 2006


Hi,
theeth at yahoo.com (2006-02-04 at 0920.00 -0800):
>> http://www.blender3d.org/forum/viewtopic.php?t=7886#48770
> Unless I've misuderstood, disabling Traceable and
> ShadowBuf and using ZTransp with Alpha=0 should do
> that.

I am trying to figure what you mean, disabling traceable will make it
not cast shadows at all. Alpha 0 makes it not show shadows from normal
objects. So all I am getting is the 3D object with shadow, but it does
not create any shadow in the ground. And Env seems to do the same,
anyway.

I manage to get shadows in the ground... but not in the 3D object,
that is not valid either (A=1, traceable off, only shadow on, and
ztransp off for the masking effect).

The problem is having an material that is invisible except when
receiving shadows from other materials. It has to cast shadows to
other materials, but not to itself. Or expresed from the other side,
it has to receive shadows from other materials, but not from
itself.

GSR
 


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