The OpenGL implementation used for displaying the viewport doesn't really do shadows very well, so no, you won't get an accurate 'live view'. Spot rendering will help.
There is a slider for the SSS on/off in the Surfaces tab, for the particular surface.
Also having a 'real' light in the scene as opposed to camera's headlamp will do some 'preview' shadowing...if shadows are turned on.
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i put a g2 and g3 side by side. the g2 is lit but the g3 is flat. what gives?
That's just a shot of the viewport, not a render, right?
The default shaders are different and the G3F loads with a subsurface shader, on, so that is what you are seeing in th viewport
Also, if it's just the camera's headlamp, then shadows won't be correct, anyway.
But it should look much better/correct rendered.
Duplicate threads merged. Please don't post the same query in different forums, as it can cause duplication of the replies you receive.
Thanks. Is there a way to get a proper lighting preview of the g3f? How do you turn off the subsurface shader if thats whats causing it.
Sorry about that
The OpenGL implementation used for displaying the viewport doesn't really do shadows very well, so no, you won't get an accurate 'live view'. Spot rendering will help.
There is a slider for the SSS on/off in the Surfaces tab, for the particular surface.
Also having a 'real' light in the scene as opposed to camera's headlamp will do some 'preview' shadowing...if shadows are turned on.