Well, I guess it is another piece of evidence that the Universe has a twisted sense of irony. I work to find ways of doing tricks with shadows, fail, go back to some modeling tasks, and get -this-. And in this case, I do not need or want my shadows playing tricks.
My first assumption was that the water (which is slightly transparent) was spilling a shadow, but changing the water did nothing. Changing the (crude) grass texture, however, did. Apparently, it is the receiving geometry (a standard plane, nothing done to it except the texture) which creates the unwanted effect.
How do I get it to go away? And what is actually doing it, in case I actually -want- something like this later on??
I have not gotten into using CVS yet (but after seeing the hair stuff they are talking about, I shall!).
I think I have located a flaw(?) in Blender. I picked at it, and it turns out that apparently a texture that is set on “Subtract” (a simple cloud texture is on the grass for some color subtraction) will subtract the amount of color AFTER shadowing. As a result, Blender adds the shadow, then subtracts the color values, and voila! strange blue dots. I can do it with stripes, blends, cells, etc., too. Just too bad I can’t LIMIT it to the shadows, or it could be a neat way to create shadow effects…
Did I find a flaw, or just a new feature of some kind??
WELL, you’re talking RGB subtract, and texturing, so procedural textures are applied after, which makes sense, and a cloud tex is black and white; and white minus yellow is blue, so the question is, where is the yellow coming from?