There is this behavior that I think it is not life-like:
When rays of a light are completely obstructed, they cast shadows that should not be casted. I found out this behavior when using a rectangle light with directionality value of 1 and an infinte plane with Matte_shadow_receiver, but after making some tests, activating shadow render elements, using other materials and changing the directionality values, I think it is inherent in how shadows are calculated. This creates out of this world images and is specially problematic when creating PNG with shadows using Matte_shadow_receiver and in postproduction.
The behavior is highly noticeable when using a matte shadow receiver material and using high directionality values for rectangular lights or spotlights (as far as i know), but the issue is visible when looking at render elements. It is as if the shadows are calculated as a projection, instead of as a lack of projection of light (It is the best way i can think of it)
https://drive.google.com/drive/folde...L6?usp=sharing
When rays of a light are completely obstructed, they cast shadows that should not be casted. I found out this behavior when using a rectangle light with directionality value of 1 and an infinte plane with Matte_shadow_receiver, but after making some tests, activating shadow render elements, using other materials and changing the directionality values, I think it is inherent in how shadows are calculated. This creates out of this world images and is specially problematic when creating PNG with shadows using Matte_shadow_receiver and in postproduction.
The behavior is highly noticeable when using a matte shadow receiver material and using high directionality values for rectangular lights or spotlights (as far as i know), but the issue is visible when looking at render elements. It is as if the shadows are calculated as a projection, instead of as a lack of projection of light (It is the best way i can think of it)
https://drive.google.com/drive/folde...L6?usp=sharing
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