Render Settings

Hello everyone,

I’m just starting with blender and I need a little help.

I’m modeling a character for animation, output to low res bitmap. All I need is the

character with a white background and their shadow slightly behind and left. Sort of a

top down view from upper right side.

I have the model built. I put in a plane perpendicular to the character and set material

for the plane and sky to white. I set up a lamp (for shadows only), on the same layer as

the model. The plane with lamps to illuminate it but not the character on a second

layer.

Now, the render looks good except for some bleeding of the colors of the model and it’s

shadow. I have OSA off. What I need is where the shadow is, just plain black, no

lighter shades of black or grey on the border. Same thing with the model, the

outermost pixels (in bitmap form) where the lights hit it are lightened.

I’m using a white background because where I’ll be using the images, white is

transparent. So anything not exactly white shows up. Is there a way to light this scene

or some setting I’m missing that would give the effect I’m looking for. I know it’s kind

of complicated, I’ll try to explain a little more if you cannot understand what I’m trying to

achieve. I know Blender was not meant to output low res images but I know it can be

done. :slight_smile:

Thanks in advance

I’m doing some interpreting here so forgive me if I completely miss, but it sounds like what you really want is to set ‘Only Shadow’ on your ground plane. If you haven’t used this before it will take some experimentation. Instead of trying to match white to white, choose an output format with RGBA support (PNG is a good choice) and set an ‘Only Shadow’ ground plane to a size big enough to “catch” your character’s shadow.

Blender’s result viewer will show the world background but an RGBA PNG output image will have an alpha world – great for compositing.

This helps greatly with having to light the scene to get rid of dark spots. The PNG background comes out completely white, excellent. Now the shadow is not showing up on the plane. I’ve exhausted all options in the shaders tab, could you possibly do a quick test of my setup to see if I’m missing something?

Layer1:
Model, Lamp1 set for shadow only (all layers) 10 energy. Lamp2 set for soft light at same angle as Lamp1 to model (restricted to layer 1).
Layer2: Plane at feet of Model on layer1. Set as only shadow.

Both sky settings at white.

I think I have approximated your scene and I am having no problem getting shadows on the ground plane. I used the 2 lamps as you did — an area lamp for the shadow-only and a hemi lamp in the same place for normal illumination, then added another lamp for fill. The shadow is set to sample=1 to get the hard-edge shadow.

I’ve attached my test scene: image on the right has the plane set to ‘only shadow’. Is this close to what you are trying to achieve?

Attachments



Yes, the second image is it exactly. Could it be the lamp types I’m using? I have only spot lighting in the direction I need, hemi seemed to give too much light. That shouldn’t effect the shadow not showing up though when only shadow is selected on the plane. I’m at a loss.

You want a hard one color shadow, with no fading one the edges?

make sure:
The charater has no material with an alpha (see through).
The SpotBi setting in lamps panel is right.

Does the preview panel of the lights show a defined spot edge?
I think check only one lamp is affecting the plane object?

I think that might help if I’ve got it right. Its always something simple.

I’ve attached the blend file (I use a 2.4.6 SVN build) for my test scene, just in case it helps.http://glx.com/gallery/blender/shadow_test.blend

With either area or spot you should get a shadow of some sort. That is, it is surprising you are getting no shadow at all. As MixMadSlinger says, it is always something simple. AO will also affect shadows, but if you desire hard-edge shadows I would think you have AO turned off.

Not knowing how it would turn out with a white plane and world, I turned on AO and still got a discernible shadow, albeit without the hard edge.

Next step for you is to put together a blend file that exhibits the problem and post a link to it.

Yes max, none of my materials have any alpha. I’ve tried changing SpotBi but I’ll pay special attention to it now thanks. AO is not selected.

I finally got it working today, I guess a fresh set of eyes helps. The only thing now is the shadow still has lightened pixels on the edges though the model is perfect.

In your example G, turn off OSA and render at 100x100 and look at the shadow up close. How do you get rid of that?

At 800x600 you can’t see them and it looks good but I’ll be working with really low res BMP’s, 96x96 to 128x128 so it really shows.

Thanks again for your help, I would have been stuck with this forever.

A question on a second note. If you wanted to dress a model in clothing or armor, would it be better to draw it directly onto the model mesh or create it separately and add it to the model? If you had several different outfits that is. Create a new blend for each look or just have one blend and swap outfits in and out?

bump for g60

My goals in modeling are more high-poly, realistic renders, so this is getting out of my realm. Blender is calculating shadows for you based on lamp definitions and it doesn’t include a high-power super-columnar light. (Perhaps a laser would work? :confused:) You are going to get some edge anti-aliasing, which means some gradation pixels. Anyway, to get black-no-gray shadows, you will probably have to post-process the shadows in some manner. My guess is that you want to process the shadow and not the model, which means you will need to do some compositing.

The composite node editor is fun to learn and there are filters available that will probably get you what you want. Perhaps there are animators out there who have manipulated shadows in this fashion?

Okay I’ll check out the node editor. I was just hoping since the model was rendering without any anti-aliasing there was a way to do that for shadows as well. Hopefully someone with some experience with this will add some input.

I can always photoshop the greys out but it would eliminate a lot of extra work if I could catch it with the render.

Thanks again for your replies and good luck with what you’re working on.