I know there are many threads on these topics, but the only one I found with this specific problem was 12 years ago.
The red/green surface is a matte object, the spheres are 'real'. You can see double shadows at the foot of the steps, presumably caused by the shader finding 'real' shadowcasting objects first, and not testing for a matte object closer to the light source. Can this be solved without comp workarounds?
Also, while I'm here, is matte object workflow going to get any better? It's really hard work.
The red/green surface is a matte object, the spheres are 'real'. You can see double shadows at the foot of the steps, presumably caused by the shader finding 'real' shadowcasting objects first, and not testing for a matte object closer to the light source. Can this be solved without comp workarounds?
Also, while I'm here, is matte object workflow going to get any better? It's really hard work.
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