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OpenGL Spotlight Shadows


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I'm having some issues with the OpenGL shadows/textures. I've attached a file here replicating the issue. Basically the symbol seems to be obstructing the actual spot light (OpenGL) inside the light. I've doubled checked the texture and it is set to receive but not to cast shadows. With a regular spotlight (visualization) this works fine:

OpenGL

https://www.dropbox.com/s/npfx5a03emqp6ix/ss1.PNG?dl=0

OpenGL No Shadows:

https://www.dropbox.com/s/5f584zg7nw79ksm/ss2.PNG?dl=0

Renderworks (what's expected):

https://www.dropbox.com/s/qy4469voidnb0tu/ss3.PNG?dl=0

https://www.dropbox.com/s/ygd8gcsszu7w38d/ShadowsNotWorking.vwx?dl=0

What's going on here? I'd really like to use shadows to communicate this easily to another designer without setting up a series of renderings and I was under the impression this was now a feature.

Is this a bug in the textures or Spotlight?

Vectorworks 2016 SP 2 Build 288897, Windows 10

NVidia GTX 960 361.75 (Current Drivers)

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  • Vectorworks, Inc Employee

OpenGL can handle simple shadow representation, normally just with a single light source like a Heliodon, but for anything complex such as use of a customized texture or where multiple light sources are important, you'll want to use Renderworks modes.

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Jim,

I think you're missing the point here. In OpenGL mode with "shadows" nothing is coming out of the front of the instrument. I can use Fast Renderworks to check shots but it is incredibly time consuming. This definitely feels like a bug in the shader. It seems like this is an issue with the OpenGL shader not recognizing the "cast shadows" option of the textures in OpenGL. And I have a feeling the instrument is trapping the light source. (I demonstrate this by the fact the "NoShadow" textured object is casting a shadow. The default instrument texture is likely trapping the light inside the unit.

OpenGL No Shadows Enabled (Both lights work)

https://www.dropbox.com/s/8e8t3cszuaeuus4/NoShadows.PNG?dl=0

OpenGL Shadows Enabled: Spotlight device fails to work

https://www.dropbox.com/s/okrov4se5xqplpn/Shadow%20Example.PNG?dl=0

Renderworks:

CORRECT rendering, the texture should not CAST shadows

https://www.dropbox.com/s/aulyvxpejfjepyo/Renderworks.PNG?dl=0

File:

https://www.dropbox.com/s/3hk6k06kb14may6/GL-Issues.vwx?dl=0

Obviously the rendering engine in "OpenGL" mode is less sophisticated, but it is completely capable of casting shadows (as shown using the "Spotlight" and this does not work while visualizing with a lighting instrument.

Is this a bug? (It feels like a bug.)

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  • Vectorworks, Inc Employee

OpenGL does not pay any attention to those options in the texture.

The reason you are seeing a shadow in the OpenGL rendering is that the light is set to cast a shadow.

The geometry in the lighting device surrounding the light has a non shadow casting texture applied but it's only going to work in Renderworks modes because OpenGL does not understand the attribute of the texture.

OpenGL understands shadows but it does not understand transparency well. The body of the instrument is a shadow for the light source.

As the manual states you must use a Renderworks mode to render a lighting device.

Plus OpenGL is limited to 8 lighting sources so it does not to a lot of good for lighting design work.

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Thanks for the quick reply!

Plus OpenGL is limited to 8 lighting sources so it does not to a lot of good for lighting design work.

I completely agree for rendering a complex scene, however for simple worksheets in a complex 3D model (say, a ceiling in thrust consisting of latticework) OpenGL would be a GREAT TOOL for figuring out the position without resorting to time consuming rendering modes or complex worksheets. Renderworks is impractical--at best--for worksheets. There's no reason this can't be fixed the engine is more than capable of rendering decent shadows. I'm not looking to check shots on templates or compose massive scenes, I'm looking to focus a light in a 3D model and get a feel for how that might work in imperfect shot.

If this isn't on the feature list it should be.

EDIT

For whatever it is worth I just cut a hole (made the light a shell which is probably a terrible idea on large models) and it works fine for narrow beam angles. This 50 Degree doesn't work well, but the 19 was fine. This can easily be implemented with revolving about the a rail. If you're willing to have silly looking fixtures I'm sure the wider angles would be fine. (I matched the beam/field) to sharpen it.

https://www.dropbox.com/s/a394qfw4o69sa1m/Workaround.PNG?dl=0

Edited by Daniel B. Chapman
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