Before placing a sphere with a opacity mask and after.
well… the shadow color depends on your gi lighting or ambient/skylight contribution. inside of shapes it’s usually black.
to get semi translucent shadows you could throw in dithering into a shadow pass switch. temporal is not the best looking.
no spoon feeding, here. maybe you’ll find the way to make it “stable”. it’s oldshool. or you go bonkers and trace it and add some caustic fakery.
Thanks for replying. Yeah I’m not sure how fixable this is. The sphere is expanding. I think this could be causing problems with the way lumen works. I’ve tinkered with just using flat transparency but it looks pretty awful.
Lumen doesn’t seem to play well with camera zooming either. (note the shaded rectangle)
I’m not a fan of how it seems to be refracting light.
i see. maybe you should not have shadows on this sphere. it’s pushing lumen “into a corner”. too much and too quick dynamic lighting changes with the shadow casting on the inside of it.
also… i can’t tell if the sphere has an emission term. it’s thin geometry, basicly… no good for lumen’s voxel grid.
i’ve been messing around with the dithered shadows. i lined it up along the sun, but i have no clue howto unproject the “light/shadow space”.
Yeah it is an emissive material with opacity masks. For now I’m turning off “affect dynamic indirect lighting” and “affect distance field lighting” for the meshes.
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