blender internal- shadows only material inside a node container doesn't work in glsl #37582

Closed
opened 2013-11-22 16:54:36 +01:00 by Todor Imreorov · 7 comments

System Information
manjaro linux, ati mobility radeon 4650

Blender Version
Broken: Blender 2.69

Short description of error
The "shadow only" material option works fine in glsl when it is NOT inside a container (see monkey 1)
It however does not work in GLSL when it is inside a node container (see monkey2). It makes the entire object the color of shadow's mask.
When you hit render, both work.

Exact steps for others to reproduce the error
bufferShadowsGlslBUG.blend
open the attached file
look at monkey 1's material shadow settings, look at the node set up of monkey 2.
Hit render

**System Information** manjaro linux, ati mobility radeon 4650 **Blender Version** Broken: Blender 2.69 **Short description of error** The "shadow only" material option works fine in glsl when it is NOT inside a container (see monkey 1) It however does not work in GLSL when it is inside a node container (see monkey2). It makes the entire object the color of shadow's mask. When you hit render, both work. **Exact steps for others to reproduce the error** [bufferShadowsGlslBUG.blend](https://archive.blender.org/developer/F29980/bufferShadowsGlslBUG.blend) open the attached file look at monkey 1's material shadow settings, look at the node set up of monkey 2. Hit render
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @TodorImreorov

Added subscriber: @TodorImreorov
Author

note that I want the shadows from other objects ONLY. Using the color/diffuse output of the "shadow only" material in the node container gives me a black render result. Possibly another bug - related to material nodes in BI

note that I want the shadows from other objects ONLY. Using the color/diffuse output of the "shadow only" material in the node container gives me a black render result. Possibly another bug - related to material nodes in BI

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2013-11-22 18:15:19 +01:00

The "Shadows Only" option is not supported in GLSL materials currently and will have no influence, only in final Blender Internal renders. GLSL viewport materials support a subset of Blender Internal functionality and this happens to be one of the things it does not support. (I would link you to the release notes page with this information but it seems to have gone missing in the migration to the new blender.org website, will try to get that restored somehow).

For Blender Internal, it is intended that the color output of a Shadow Only material would be black, that option will basically not take into account any color or shading, and create a black object with transparency, so that the object basically looks like a shadow that you can use for compositing objects into real footage.

The "Shadows Only" option is not supported in GLSL materials currently and will have no influence, only in final Blender Internal renders. GLSL viewport materials support a subset of Blender Internal functionality and this happens to be one of the things it does not support. (I would link you to the release notes page with this information but it seems to have gone missing in the migration to the new blender.org website, will try to get that restored somehow). For Blender Internal, it is intended that the color output of a Shadow Only material would be black, that option will basically not take into account any color or shading, and create a black object with transparency, so that the object basically looks like a shadow that you can use for compositing objects into real footage.
Author

ah sorry. I thought that it was a feature since buffer shadows work fine in glsl and this doesnt look like something more expensive to do.
It's too bad. I was working on a public NPR cell shader that looks almost identical in glsl and the BI render result. This one thing takes away it's best selling point.
Will need to note the intended lack of this viewport feature in it's release notes somewhere.

thank you for the clarification. :)

ah sorry. I thought that it was a feature since buffer shadows work fine in glsl and this doesnt look like something more expensive to do. It's too bad. I was working on a public NPR cell shader that looks almost identical in glsl and the BI render result. This one thing takes away it's best selling point. Will need to note the intended lack of this viewport feature in it's release notes somewhere. thank you for the clarification. :)
Author

what about using the color/diffuse output of the "only shadow" material as an output. Is that also supposed to be pitch black in blender internal render results?

what about using the color/diffuse output of the "only shadow" material as an output. Is that also supposed to be pitch black in blender internal render results?
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Reference: blender/blender#37582
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