FightingWolf opened this issue on Jan 17, 2012 · 25 posts
RobynsVeil posted Wed, 18 January 2012 at 12:31 AM
Quote - > Quote - Forget depth mapped shadows.
I actually like depth mapped shadows but, they definitely aren't producing what I need in this case where the ground of the city isn't catching depth mapped shadows and is resulting in overcast lighting.
Is there a way to configure a material node to capture shadows differently?
It's interesting: you specify a lighting type that requires ray-traced lights, but you want to use depth-mapped lights. Depth-mapped lights went out with the rumble seat. Use extremely sparingly, if at all: they may have some extremely limited uses... but for anything realism, it isn't going to happen with DM shadows. Shadows require raytracing to look like shadows. Have a look at what BB's said about depth-mapped and shadows. Then stop using depth-mapped altogether.
With the newer versions of Poser and IDL, you can get what you're after. You'll soon be putting depth-mapped shadows with refl_lite_mult: useless icons of a bygone era.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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