Right now its all one object. What I do not understand is why the riders leg does not have a shadow. I am using the Eevee Render Engine I played around with the irradiance volume, reflection cube map and reflection plane light probes but it does not seam to make a difference. Im going to re- watch a few more tutorials on Eevee lighting but still this provides a mystery to me - I have the SUN light object shinning down from the top and it knows to cast shadows on each object but it is having a problem with the objects that can be separated - Like I can go into edit mode and separate the rider from the horse -
So under shadows in the top camera settings I changed the cube size for the shadows to 2048 and it put a shadow under the leg.
I’m fishing for information here - Since there are so many things going on here that I do not totally understand - Like its a OBJ import but the materials that are imported are not connecting and not totally sure what is different about a OBJ imported mesh ether.
It came in all Quads from Poser -
Since you are using Eevee, I was talking about your Material Propertiesnot the camera and your node setup is now not shown complete. You have given more place to show the quads… If you ask then listen.
In OBJ-dile there is a special material definition in MTL-file. Both are ascii-text and can be viewed in a tet editor. The standard blender (or any other) importer tries to match the settings (different render soloutions, so maybe not perfect). The outcome of this material settup is to be investigated because it’s a conversion. There are also may tutorials/tips and tricks about he best material settings when importing from poser or DAZ out there…
Okidoki - SO thank you for pointing out this information about OBJ /MLT being text files. Now that I know this and it would have taken me a while to realize it on my own even though I know DXF is the same. - I can now analyze this text and find out exactly what is going on and what might be different about a OBJ mesh vrs one that I have made on my own. I was able to use the Boolean on the mesh.
So one thing about this imported obj mesh from poser is a Boolean modifier worked on it EVEN AFTER I used dyntopo sculpting on it. Where as another mesh I am working on with sculpting would not allow me to use a Boolean ? I had the understanding that we could not boolean a sculpted mesh.
Again thank you for the information.