I’ve got a newbie question, I’ve tried everything to solve it, but I have to resort to asking help:
I have a cilinder on which I’ve applied a material with two texure channels: one for the image and one for the alpha.
This is all working fine, the cilinder is transparant in the places I determined in my alpha map.
But the shadow that is created by the cilinder still looks like it’s a solid cilinder. It does not take the gaps in account that I created in the cilinder with the alpha channel. The light i use is a ray shadow one and when rendering, raytracing is on as well.
%| Is there any way to solve this problem? I need you help desperately!!!