How to Turn Off Object Shadow in Blender EEVEE
You can easily turn off the shadow cast by a specific object in Blender EEVEE by adjusting its visibility settings. This allows you to control which objects contribute to the scene's shadows.
Disabling an Object's Shadow Casting
To stop a particular object from casting shadows in your Blender EEVEE scene, you need to access its individual object properties and modify its rendering visibility settings. As shown in the reference, the key is to find the 'Ray Visibility' options.
Here's a step-by-step guide:
- Select the Object: In the 3D Viewport, select the object whose shadow you want to disable.
- Open Object Properties: Go to the Properties Editor, located by default on the right side of the Blender interface. Click on the Object Properties tab (it looks like a small orange square or object icon).
- Expand Visibility: Scroll down within the Object Properties tab and find the Visibility panel. Click on the arrow next to "Visibility" to expand its options.
- Locate Ray Visibility: Inside the Visibility panel, look for the Ray Visibility section. This section controls how the object interacts with different types of rays cast during rendering (like camera rays, diffuse rays, glossy rays, and shadow rays).
- Uncheck Shadow: Within the Ray Visibility options, you will see several checkboxes. Uncheck the box labeled "Shadow".
By unchecking the "Shadow" box, you are telling Blender that this specific object should not block light rays that are used to calculate shadows. The object itself will still be visible in the render, but it will no longer cast a shadow onto other objects or surfaces.
Here's a summary of the steps:
Step | Action | Location | Setting to Change |
---|---|---|---|
1 | Select the object | 3D Viewport | N/A |
2 | Go to Object Properties | Properties Editor | N/A |
3 | Expand Visibility Panel | Object Properties > Visibility | N/A |
4 | Locate Ray Visibility | Visibility Panel | N/A |
5 | Uncheck the 'Shadow' checkbox | Ray Visibility | Shadow |
This method provides granular control over shadow casting on an object-by-object basis, which is essential for achieving specific lighting and rendering effects in EEVEE.