Shadow

The Shadow material is a transparent material by default. It is shaded only in areas of precalculated ambient occlusion shadows, shadows calculated by linear lights sources, or global illumination light sources. It is also capable of receiving diffuse and glossy reflections to simulate wet or mirroring surfaces.

Shadow Material Settings

Occlusion Color

Sets the color of the precalculated ambient occlusion or environment shadows.

Occlusion intensity
Controls the intensity of shadowed areas.
Shadow Color

Sets the color for shadows from light sources (like point lights).

Opacity Mode Settings
  • Transparent: Renders the Shadow transparent by default.

  • Solid: Renders the Shadow white by default.

Sort Key

Sets the render priority of the Shadow. Only supported in OpenGL mode.

Reflection

Reflection Mode

Offers three different reflection modes:

  • Diffuse only: Shows only the diffuse reflections.

  • Glossy only: Shows only the glossy reflections.

  • Diffuse + Glossy: Shows the diffuse and glossy reflections.

Diffuse Color

Sets the shader diffuse reflection color, the color the shader takes on when the light reflection of the surface is spread in many directions.

Glossy Color

Sets the shader’s color for glossy reflections.

Reflectivity

Sets the material reflectivity intensity.

Roughness

The roughness parameter defines the amount of diffuse reflection and its complement specular reflection. The higher the roughness value, the more diffuse reflections are rendered

For further information on Raytracing settings, refer to the General Truelight Material Settings section.