Hi,
is there as way to clip also UShadowMaterials?
The shadowPlane with shadow material is not clipped by the global clippingPlane.
Best regards Marc
The shadow material and environment materials are excluded from any clipping operation since that is usually not what you want.
However I assume the issue is more that the shadow in OpenGL is not correct as it is the shadow of the unclipped object instead of the clipped objects, like it is happening in ray tracing. This looks like a bug.
Hi Marc,
please let us know which result you want to achieve:
What we see right now in OpenGL: Unclipped shadow plane with shadow of unclipped object.
Kind regards
Sinje
Hi,
I think both are correct.
On the one hand, a correct shadow for the clipped geometry.
On the other hand, a clipped shadow for the clipped geometry.
But an unclipped shadow for the clipped geometry always looks wrong to me.
I would prefer a clipped shadow (instead of a correct shadow) for my use case.
Clippingplanes always look artificial.
A realistic (correct) shadow doesn't fit there (in my case).
Is there a workaround to achieve this?
Best regards,
Marc
Sorry if i enter the discussion, but i would like to add my use case:
In industrial design and animation i often use local clipping planes to manage the in and out of an object from the zone of my interest.
So for example i put a local clipping plane at the end of a conveyor so when the "product" pass that point, it seems to disappear...
And in that case i always see his shadows, on other objects or shadow plane.
So for me clipped portion of the clipped object doesn't have to cast shadows. Like it is in RT
best
Chris
Christian Garimberti
Technical Manager and Visualization Enthusiast
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Hi Chris, yes, OpenGL should behave like ray tracing in this case. That is a bug, I already opened a ticket for it to fix it.
Kind regards
Michael
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