Transparent shadows #25386

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opened 2010-12-26 16:12:56 +01:00 by Malaika Boyd · 4 comments

%%%Hi,

When I enable a material to take transparent shadows, it colors the edges of shadows cast by objects with no transparency. I'm on 2.55 Beta. The attached .blend file has a floor plane with receiving transparent shadows turned on and a blue cube with a simple Oren-Nayar/Blinn material. The attached .png is the render from the file.

If you're already aware of this or this is part of the planned material upgrades, please pardon me.

I hope you're having wonderful holidays!

Malaika%%%

%%%Hi, When I enable a material to take transparent shadows, it colors the edges of shadows cast by objects with no transparency. I'm on 2.55 Beta. The attached .blend file has a floor plane with receiving transparent shadows turned on and a blue cube with a simple Oren-Nayar/Blinn material. The attached .png is the render from the file. If you're already aware of this or this is part of the planned material upgrades, please pardon me. I hope you're having wonderful holidays! Malaika%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'
Member

%%%Really interesting render error :)
I noticed the code averages samples in a way that doesn't work for distributed sampling, like for an Area light. The code samples many times, and assumes the average of samples also contributes to the transparency, which reveals the color of the cube.

I'm afraid this is an issue caused by adding features on top of features that won't work together well. I'm not confident fixing this straight away, since it will make renders look differently too for other cases. Better to tackle when we recode our shader system completely; I've noted this for our todo list, with a reference to your report for future testing:

http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Rendering

Thanks!%%%

%%%Really interesting render error :) I noticed the code averages samples in a way that doesn't work for distributed sampling, like for an Area light. The code samples many times, and assumes the average of samples also contributes to the transparency, which reveals the color of the cube. I'm afraid this is an issue caused by adding features on top of features that won't work together well. I'm not confident fixing this straight away, since it will make renders look differently too for other cases. Better to tackle when we recode our shader system completely; I've noted this for our todo list, with a reference to your report for future testing: http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Tools#Rendering Thanks!%%%
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Author

%%%Oh, no problem! That all makes sense. Can I ask how or where I can learn more about the developments of the shader system? I'm really interested in materials and shaders within Blender.%%%

%%%Oh, no problem! That all makes sense. Can I ask how or where I can learn more about the developments of the shader system? I'm really interested in materials and shaders within Blender.%%%
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Reference: blender/blender#25386
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