Basically, I’d like to do some additive lighting for fake volumetric lighting, so I want to make a translucent material that doesn’t cast shadows.
…also thinking of billboarded textures for particles. I supposed it might be possible to write a Grasshopper script to get the normal and billboard and re-orient them toward the camera.
PBR’s are handy, but I think that Photoshop compatible or type materials would be interesting also, in that the layer modes could be used for: additive, subtractive, lighten, darken, multiply, and whatnot–without resorting to…
[…writing Quake III OpenGL shader scripts. It was a bit to learn, but they were powerful, and even supported animated textures and lighting styles, such as sine-wave. They shaders were made of layer after layer of textures with an assortment of operations that could be done on them. I think they could even apply a sound to a material. LOL!]
to be fair my macbook pro is also 10 years old, still running very well. in then end its not the most powerful computer that is going to help you so much more. for the bulk of the work if used smart enough that macbook air can bring you all the way i’d say.
You can turn off shadows for a selection in the Properties panel > Rendering section. It’s not controlled in the material but that may help you do what you’d like.
Thank you. Yes, that’s what we used to do with the old Quake 3 engine. A star shaped or cruciform is also good, but in Rhino, The problems I had before, were:
I needed additive only.
Shadows from the effect would spoil the effect. (Reads like the Fightclub rule #1, but that’s how it goes.)