I am attempting to use a large background image as a view backdrop for my scene while using a dome light
I noticed that a large shadow is being cast on my model, despite turning the “Affect Shadow” and “Cast Shadow” settings off.
Is there a setting I’m missing? how should I resolve this?
Thanks!
I haven’t seen the emissive material layer. Maybe it helps to remove the generic material layer. But you are right, it should work with your setup. Maybe it’s an unsupported GPU feature. Are you using GPU? Is the shadow visible at both modes?
What kind of light source you use? The shadow feature doesn’t work for GI environments, but your sharp shadow doesn’t look like a simple environment. If it is a simple env map than it could help to use a dome light since this creates raytraced shadows.
Not sure if this will address part or any of the problem, but maybe you need to turn off visible in reflections as well? I’ve def had issues controlling shadows from HDRIs, can be glitchy.
Micha’s reply is probably a good clue. Always had issues with this feature with HDRI environments.
I am using a dome light with an hdri. I usually use CPU, but the shadow is visible in both modes. After testing, I was unable to turn off reflections/retractions as well. The only setting that I was able to toggle was “visible to camera”.
Super strange! Thabks for the replies, at least I know it’s an error and pro ably not something in my end. Do you have any suggestions on how to get the same end result? I could always photoshop it in, but I want the lighting and angles to be as consistent as possible.
We have to pay attention that the material assigned to the Plane and the Box is Steel_Blurry. It’s very important to notice it because here we’re talking about Reflection, not Shadows.
First, I tested the provided scene with a basic Diffuse material assigned to the objects (the Plane & the Box).
You could see the test phases:
With a hidden Background plane (the kind of missing impact you want to achieve on the Box) - set with A for the end comparison
Using Diffuse material for the Plane and the Box (all shadows available)
Using Diffuse material with Cast Shadows unchecked (the shadows here are from the Box only)
Using the Steel_Blurry material (your main test till now)
Using the Steel_Blurry material (only Visible to Camera is checked from the Raytrace Properties of the View 2 material) - set with B for the end comparison
The final A | B comparison - the answer
So, if you have a non-reflective ground plane unchecking the Cast Shadows checkbox would be enough.