1-make a duplicate of the object,
2-use a non translucent shader on the copy
3-make it not render in game
4-in lighting section select cast hidden shadow
I tried it yesterday but unfortunetly it didn’t work, there were no duplicates during rendering but those dup’s shadows were also missing, am I forgetting something ?
The thing is that with Lumen + ray traced shadow, the shadow stays as dark regardless of the opacity value. In path tracing the opacity of the glass influences the shadow as expected
You can also enable “cast shadows as masked” in the material. Alone, this will make a fully opaque shadow. But you can use the dot product of the light vector and normals to dither the shadow mask, so that the shadow is more opaque at glancing angles where the fresnel effect will cause less light to transmit and brighter at the core, where more light passes through.
How would one get the dot product of the light vector? The light vector node alone cannot be used in any material that isn’t a deferred decal or light function…
Use the shadow pass switch node before opacity, you can really fine tune the strength of the shadows and works well even with masked shadows if you add the dither temporal aa.