Reinstating Contact Shadow Function and Adjusting Shadow Cascade Size in Blender 4.2
We are a Korean animation team specializing in the 3D implementation of cel animation techniques using Blender. Our work involves meticulous attention to detail, particularly in creating shadows that enhance the authenticity and visual appeal of our animations. Currently, we are facing significant challenges due to the removal of the contact shadow function in the latest Blender 4.2 update. This feature was integral to our workflow, enabling us to achieve the precise shadow effects necessary for our cel animation style. Specifically, it allowed us to maintain shadows that were free from anti-aliasing, preserving the crisp, clean lines characteristic of traditional cel animation. While Blender 4.2 introduces several valuable new features, the absence of the contact shadow function severely impacts our ability to use the software effectively. The specific shadow effects we require are crucial for maintaining the visual integrity of our animations, and without this feature, our production process is hindered. For further clarification, we have attached photo materials that illustrate the specific issues we are encountering. These images demonstrate the discrepancies and challenges we face in achieving the desired shadow effects without the contact shadow function. Additionally, we would greatly appreciate it if you could adjust the shadow cascade size to 8192 or a higher value. This adjustment is essential for minimizing distortion in shadow shapes, which is critical for maintaining the high visual quality of our animations. Ensuring that shadows remain sharp and accurately shaped is paramount to delivering the level of detail and realism our projects demand. Thank you for your attention to these matters. We hope that these adjustments can be considered to support the continued success of our animation efforts.
2 Comments
I think there was an issue with the image attachments.
That being said, if you do cel animation techniques, from what I learned from Goo Engine and the Future of 3D Anime - YouTube , Eevee's development seems to aim at photorealism and closing the gaps with Cycles so much so that doing any NPR rendering will become harder. So maybe using the Goo Engine showcased in that talk would be a safer solution ?
Does that mean Blender is abandoning NPR? It is such a huge section of the community though. IMO NPR is much more creatively liberating.