Hi everyone. I’m working on my entry for the blenderguru christmas contest, and I’m trying to make that puffy edge that’s on santa claus hats and coats etc. I did this by distorting a sphere slightly and using the fresnel value to fade the edges (I’m currently using cycles for this project). I then use this as a particle object that runs along the length of the material. It looks fine, but I’m getting this weird black edge:
I’ve disabled shadow casting in the source object’s ray visibility, but my guess is that this setting does not carry over to particles, as it is a setting applied to the actual object. Do you think that’s what’s causing the problem, and if so, is there a way I can disable shadows using materials rather than with the ray visibility settings? Or alternatively, if someone has another solution, I’d love to hear that as well.