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Question by Gode14 · Jul 03, 2016 at 04:42 PM · lightingshadowslightmapping

Cast Shadows: Off doesn't disable shadows (Baked GI)

Hey all! Anyone encountered something like this? Using deffered rendering, AO is disabled, and I have these death black shadows all over my grass even though they are set not to cast shadows at all.

The grass is just a standard cutout shader on a bunch of intersecting planes. I've tried for hours to get the lighting to work using the tree creator/leaves shader but no success, and I'd rather paint the grass on in max anyways.

Thanks for your help!

e: tried with forward rendering as well, no change.

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grass-shadows.jpg (302.9 kB)
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avatar image tanoshimi · Jul 03, 2016 at 04:44 PM 1
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They're set not to cast shadows. But they still receive them (as the information message tells you). Your screenshot is a bit close-cropped to understand your scene setup - where's the light source and what other objects do you have?

avatar image Gode14 tanoshimi · Jul 03, 2016 at 07:24 PM 0
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Thanks for your response tanoshimi! The issue has disappeared from the grass and appeared on another vegetation type (same shader/intersecting planes). There is 1 spotlight in the scene. I would like the veg to receive shadows, but not from objects tagged not to cast shadows if possible. Here are some more screens and lighting info.

Ivy is using the same settings as "GrassLightmap", except system tag/baked tag is different num (to force separate lightmap)

alt text

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light-problems.jpg (410.7 kB)
light-settings.jpg (206.9 kB)

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Answer by Gode14 · Jul 04, 2016 at 09:23 PM

For anyone who needs it: the problem was overdraw - the meshes had way too much extra transparent space! I thought that having "is transparent" checked would cancel that out but I was wrong. Still fighting with random black polys but such is Enlighten.

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