shadows through semi-transparent objects

Here’s the setup:

a spot (or other light in Raytracing version) - with ray shadows on and/or shadow buffers
a textured with transparent areas (eg cloud with high contrast)
an object with above texture, map to alpha selected, material’s ztrans on, alpha=0
an object to receive shadows
F10 settings - ray trace or not, unified render or not

I’ve tried 2.31a and 2.31a “raytrace” Windows version, on XP

The object renders properly transparent but the shadow is solid.

And if I turn off shadow buffers I get no shadow at all. (I thought for RayT you turned them off, but I get nothing they)

I’m guessing lights ignore transparency settings?

To answer my own question now… :slight_smile:

The 2.32 release notes give the answer on how this works.

The trick is that the object RECEIVING the shadow has to be set to render transparent shadows. This button is “TraShadow”, on the material “Shaders” panel in Materials, and Shadows on too.

The transparent object must have “Ray Transp” button on the Mirror Transp panel in Materials, and Render must have Shadows and Ray tracing on of course.