Glass shadow?

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NStocks
Posts: 71
Joined: Tue Jun 19, 2018 4:55 pm

Glass shadow?

Post by NStocks » Wed Jun 03, 2020 8:17 pm

I'm having a issue with single-face glass causing shadows on certain materials, is their anything obvious in the settings I have? I'm using sky portals too.

Easy 09 - the render shown below wasn't anywhere near finished but a previous one at 3 hour has the similar issue.
settings.jpg
settings.jpg (316.12 KiB) Viewed 9909 times
shadow.jpg
shadow.jpg (1.85 MiB) Viewed 9907 times

NStocks
Posts: 71
Joined: Tue Jun 19, 2018 4:55 pm

Re: Glass shadow?

Post by NStocks » Thu Jun 04, 2020 1:14 pm

I have a plane in SU with a image on it so that my building has a background context and also to add reflections etc. to the scene.

After turning this off, it helps with the shadow issue but not completely. How would I retain the background image so that it's seen in the render but twilight/SU doesn't 'see' it in lighting? It is set not to cast or receive shadows.

Fletch
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Re: Glass shadow?

Post by Fletch » Thu Jun 04, 2020 1:31 pm

That's frustrating for sure.

Easy09 render setting does not recognize the "do not cast shadows" checkbox. That is, it doesn't allow physical impossibilities. That said, "common architectural glass" template shouldn't be casting shadows at all. What is strange in the image is that the shadows are not seen on the floor - only on the desk top -

Are all faces oriented properly?
What is the material of the desktop where the shadows are occurring?
Can you post a link to download the scene so we can do some quick diagnostics/tests? Thank you.
Attachments
Untitled-1.jpg
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NStocks
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Re: Glass shadow?

Post by NStocks » Thu Jun 04, 2020 1:51 pm

I've sent you a PM for a download link. Thank you!

Fletch
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Re: Glass shadow?

Post by Fletch » Thu Jun 04, 2020 2:42 pm

First for Sky Portal - only paint the largest face of your "open box" around the windows. Second - only paint front faces. Third - flip the face so that the sky portal is aimed in the direction you wish for the light to flow into your space. (towards the space inside.) See the sky portal video tutorial.

disable the sun in sketchup to get the viewport to respond much faster, the sun will still render for you in Twilight.

Fletch
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Re: Glass shadow?

Post by Fletch » Thu Jun 04, 2020 2:45 pm

There are a lot of reversed faces in your scene. Please go through the Twilight Render preflight checklist carefully before rendering.

Fletch
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Re: Glass shadow?

Post by Fletch » Thu Jun 04, 2020 3:12 pm

paint only front faces of your model in order to be sure you are seeing in SketchUp what will be rendered in Twilight.

I set the map/plan to be "Perfect Reflection>Medium" in this shot.

After modifying portals as previously suggested, it should render correctly for you.

Hide all geometry that will have no effect on your image when rendering - this will save processing/render time.
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NStocks
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Re: Glass shadow?

Post by NStocks » Thu Jun 04, 2020 3:27 pm

Thanks for that, I have made those changes but I'm still finding the same odd shadowing being cast on the same worktop surface and a timber material. The background image seemingly isn't affecting this.

Fletch
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Re: Glass shadow?

Post by Fletch » Thu Jun 04, 2020 3:29 pm

The scene appears to be very "heavy" - It is not obvious why the file should be 300Mb. It could be optimized, but this is not causing the issue. It is a reversed portal normal issue.

It's probably that the image textures for the maps are over 13000px x 7000px - suggest you resize those textures for SketchUp - SU just can't handle it well, and it will definitely greatly increase render and processing times.

NStocks
Posts: 71
Joined: Tue Jun 19, 2018 4:55 pm

Re: Glass shadow?

Post by NStocks » Fri Jun 05, 2020 9:22 am

Regarding the texture sizes, I found a good plugin that will resize texture to a desired pixel ration. I opted for 1024 which helped reduce file size.

On the background images which cast shadows, on Easy 09 how could I set this as to not cast shadows? I understand the fake emitters won't work on anything about 08 render methods. Whilst the background image can be done in post, it's the reflections and additional colour in the scene being the reason for including the in the render.

I'm trying the image (as a texture) set to 90% opacity and will share results.

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