barnes2000 Posted November 3, 2008 Share Posted November 3, 2008 I have an extruded object, and I want to disable Casting Shadows for just this object...how? I want other objects to cast shadows, just not this one. Quote Link to comment
Ray Libby Posted November 3, 2008 Share Posted November 3, 2008 You do this through the texture. Right click on the texture in the resource browser, choose edit, uncheck cast shadows. Quote Link to comment
barnes2000 Posted November 3, 2008 Author Share Posted November 3, 2008 Ray, I did do this, but still no luck. Let me break it down to help. I have a soundstage with sets and lights and what not all around. To speed up the renderings I am making for WIP showings, but still have depth, I through in a couple of Directional Lights. I just added the permanent grid above everything to represent the ceiling height, but I get an awful shadow of the grid across everything. So I created a new Texture with no attributes other than Object Attribute for Color, and I unchecked Cast Shadow. I applied the texture to the grid and I still see a shadow in Final Renderworks. Quote Link to comment
Ray Libby Posted November 3, 2008 Share Posted November 3, 2008 I'm not sure, it works for me. Could you paste the minimal amount of data into a new file and post it here? Quote Link to comment
Vectorworks, Inc Employee Dave Donley Posted November 3, 2008 Vectorworks, Inc Employee Share Posted November 3, 2008 Hello barnes2000: Objects with None fill (or 3D lines which are unfilled) do not take textures, maybe that has something to do with it? Quote Link to comment
barnes2000 Posted November 4, 2008 Author Share Posted November 4, 2008 Not the case here. The grid was made by drawing a vertical rectangle at about 6in X 80feet and duplicate array about 30 times. Then I did the same going horizontal. All the rectangles had a brown fill and black outline. I then selected all the rectangles and used Add Surface to weld them all together. Next, I extruded the object 6 inches. I now have my grid which looks like 6"x6" beams making the grid. The attribute is still brown fill and black outline. Then I made a new Renderworks Texture, and the only thing I did was uncheck Cast Shadows. I applied the texture to the 3D grid, just as I have applied other textures to other 3D objects, but it still cast shadows. Could it be that Directional lights do not obey shadow attributes the way other lights do? Quote Link to comment
Vectorworks, Inc Employee Dave Donley Posted November 5, 2008 Vectorworks, Inc Employee Share Posted November 5, 2008 What render mode? Your technique should work in the RW modes, but I'm not sure that the OpenGL mode would pay attention to the non-cast-shadows option. Quote Link to comment
barnes2000 Posted November 5, 2008 Author Share Posted November 5, 2008 This is in Final RW. Quote Link to comment
barnes2000 Posted November 5, 2008 Author Share Posted November 5, 2008 I figured this out. For some reason the Shadow options of a texture (Cast and Receive) do not work on an Extruded object, but if I convert to 3D polygons, they do function. Not sure if this a bug or something that was fixed in 2009. Quote Link to comment
Vectorworks, Inc Employee Dave Donley Posted November 5, 2008 Vectorworks, Inc Employee Share Posted November 5, 2008 Hello again Scott: Could you please email me a copy of the file? Thanks for the help, Dave Donley dave@nemetschek.net Quote Link to comment
barnes2000 Posted November 5, 2008 Author Share Posted November 5, 2008 Here is the before and after. Quote Link to comment
barnes2000 Posted November 5, 2008 Author Share Posted November 5, 2008 Hello again Scott: Could you please email me a copy of the file? Thanks for the help, Dave Donley dave@nemetschek.net Dave, It's 41MB. Quote Link to comment
Vectorworks, Inc Employee Dave Donley Posted November 5, 2008 Vectorworks, Inc Employee Share Posted November 5, 2008 How about just the grid? Quote Link to comment
barnes2000 Posted November 5, 2008 Author Share Posted November 5, 2008 I've already converted it to 3D polys. Did you want that one, or should I make the extruded one again and send it? Quote Link to comment
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