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I'm trying to make a low-poly model, and it looks very weird with casting shadows on itself. I'm trying to have it essentially only use vertex shading, not cast shadows, on itself. However, I still want it to cast shadows on other objects. Is this possible?

Here is what I mean. This is with shadow mode set to "opaque":

enter image description here

However, when set to "None", it looks much better for what I'm trying to achieve.

enter image description here

But I want to keep shadows cast onto other objects, which is only the case with shadows not set to "None"

enter image description here

I hope this makes sense and is possible!

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  • $\begingroup$ I suppose disabling shadow ray visibility on this object eliminates its own cast shadow as well, or no? $\endgroup$ Commented Mar 31, 2022 at 16:43
  • $\begingroup$ docs.blender.org/manual/en/latest/render/cycles/object_settings/… $\endgroup$ Commented Mar 31, 2022 at 16:43
  • $\begingroup$ I might try having two objects with linked mesh data, one invisible/transparent for shadow casting, the other visible with shadow casting disabled. $\endgroup$
    – TheLabCat
    Commented Mar 31, 2022 at 17:12
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    $\begingroup$ @AllenSimpson I don't know where to find this setting in Eevee, if it even exists. I can't use Cycles. $\endgroup$ Commented Mar 31, 2022 at 22:33
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    $\begingroup$ @TheLabCat Just tried it, it made the non transparent mesh completely black as the shadow-casting version just blocked all the light I suppose. $\endgroup$ Commented Mar 31, 2022 at 22:34

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