LightWave 2018

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In order for an object to cast ray-traced shadows onto other objects, it must contain polygons that face the object receiving the shadow. In other words, the surface normal of a polygon must face the surface receiving the shadow. This is rarely a problem with solid objects, but if you cast shadows of flat planes, and do not see a shadow, make sure to use the Double Sided surfaces attribute or build the object with polygons facing both ways.


The Cast Shadows option on this tab allows a light to cast a shadow, whether Visible to Camera on the Basic tab is on or off.

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For this example,


here are two


lights - a Distant and an Ngon - with the


distant light being strong. The Light Properties panel shown is for the lower,


Ngon light
Turning Cast Shadows on in the Shadows tab makes the light behave like an object casting a shadow created by other lights in the scene. Turning Cast Shadows on for a light is basically turning the light into a light blocker

Shadow Type

You initially set lights to generate shadows via the Shadow Type  setting. By default, any light added to a scene has its Shadow Type set to Ray Trace. Ray tracing a light produces accurate shadows. Distant, Point, and Spotlights produce ray-traced shadows with hard edges unless they are sized above 0. Area, Linear, NGon, Photometric and Spherical lights produce ray-traced shadows with physically accurate shadow edges that are hard near the object casting them and softer further away.