MR Daylight system shadow bias?

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MR Daylight system shadow bias?

Anonymous
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I'm probably missing something very basic and trivial, but I can't seem to figure out a way (or find through hours of google searching) a way to get the shadows of these shoulder bolts (circled in red) to actually "attach" to where these bolts intersect the blue composite material.  Based on these shadows, you would think the bolts are seperated from the blue composite strip, however, they actually intersect.

 

I know when it comes to configuring shadow maps for other lights, you can adjust the "bias" so that the shadows display correctly, but I cannot find any bias controls for the MR Sky or MR Sun.  I've tried disabling "shadow maps" in the "shadows & displacement" section of the Renderer tab of the Render Setup, hoping that would force ray-trace only--but that didn't seem to make any difference.

 

Any help with this would be greatly appreciated!

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Anonymous
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Most likely it is either flipped normals or your model is too far away from the origin.  

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Anonymous
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Thanks for your response, griff.  I moved the bolt to 0,0,0 and checked the normals of both objects (unified and flipped [and displayed] just to make sure), but that made no difference.

 

It did occur to me though that the scene extents may be affecting the shadows for small objects... so I reduced my "ocean" plane mesh from a 3 mile radius to a 530 foot radius, and that seemed to make all the difference.

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Anonymous
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Now just add a render multiplier to your ocean plane...

Anonymous
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Wow, that's a useful tip, Doughboy!  I wasn't even aware of such a thing.  From a google search, I found that it seems to be a parameter associated with planes... Is there a way to apply it to a circle converted to an editable mesh/poly?  Not that the shape really matters in this case.

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Anonymous
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Not that I know of...wouldn't realy work as far as I know. It does introduce some "tiling" effect...fyi

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