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ShadowCastDisabler

Plugins + Scripts ShadowCastDisabler

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StudioMF

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Nov 30, 2025
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StudioMF submitted a new resource:

ShadowCastDisabler - Cua Automatic Shadow Disabler

I am aware that several multifunctional plugins may include this commonly used feature, but I developed it to free myself from repetitive work for such a simple functional need in the future, and I have minimized the risk of plugin conflicts as much as possible.
View attachment 585342View attachment 585343View attachment 585344
Working Principle:
The plugin does not rely on a registered callback...

Read more about this resource...
 
I might look into adding this later, but I'm not familiar with the cloth code in VAM yet. Right now, I'm tied up with other major feature expansions.
can you disable cloth shadow cast?
I might look into adding this later, but I'm not familiar with the cloth code in VAM yet. Right now, I'm tied up with other major feature expansions.
 
I might look into adding this later, but I'm not familiar with the cloth code in VAM yet. Right now, I'm tied up with other major feature expansions.

I might look into adding this later, but I'm not familiar with the cloth code in VAM yet. Right now, I'm tied up with other major feature expansions.
thanks. I hope you can remove cloth shadow. It should be very helpful for saliva, fluids, and other transparent things....
 
Hiya StudioMF, neat plugin, thanks for making it. Came in very handy for me today.

I was wondering if I could make a small feature request. Would it be possible to add a toggle to this plugin to disable the countdown before the shadow is disabled? I'm not sure if there is a race condition with Unity shaders you are avoiding or something. If there is a minimal time delay required, then I understand, but for a functional scene, it would be nice to not have to wait for 10 seconds for the shadows to turn off after a fresh scene load.

In an authored scene, I don't mind that this plugin only fires once, as I would be in control of any competing rendering related plugins, and would be able to trigger it at will if I wanted to make sure that the shadow is disabled.

Thanks!
 
I'll update it with an instant version based on your suggestion.
Hiya StudioMF, neat plugin, thanks for making it. Came in very handy for me today.

I was wondering if I could make a small feature request. Would it be possible to add a toggle to this plugin to disable the countdown before the shadow is disabled? I'm not sure if there is a race condition with Unity shaders you are avoiding or something. If there is a minimal time delay required, then I understand, but for a functional scene, it would be nice to not have to wait for 10 seconds for the shadows to turn off after a fresh scene load.

In an authored scene, I don't mind that this plugin only fires once, as I would be in control of any competing rendering related plugins, and would be able to trigger it at will if I wanted to make sure that the shadow is disabled.

Thanks!
 
I'll update it with an instant version based on your suggestion.

Wow, thanks! Fast response. It will certainly make it more usable for authored scenes.

Keep up the good work, your stuff is really neat.
 
Hi again @StudioMF,

So this time a bug report.

Reproduction Steps:

  1. Add ShadowCastDisabler plugin to a CUA.
  2. Enable the instant disable toggle, and/or the 10 second delay toggle. This works fine.
  3. Create an empty atom (any atom will do though)
  4. Parent the CUA to this new empty atom.
  5. Disable the empty atom (this will disable children, in this case the CUA)
  6. Save the scene
  7. Load the scene
  8. The CUA is now hidden -> Enable the parent empty atom
  9. Shadowcast disabler plugin is no longer functional, either instant removal of shadows or 10 second delay. Reloading the plugin does not fix this state.
Something is now wrong with how this CUA instance is being handled by the ShadowCast Disable plugin. I have tried removing the plugin entirely, saving the scene, loading it again, and then putting the plugin back on the CUA, but it no longer functions at all.

It's an odd bug I know, and seems to have something to do with how 'Disabling' a child atom is implemented in VaM, because if I do all of the above repo steps but do not use a parent atom to disable the CUA, then the plugin still works correctly. The only way I can seem to get the CUA to function again is to duplicate it and basically set up a new one, completely removing the one that isn't working correctly.

I have ways to work around it, but thought you would prefer to know about it. I have tested these repro steps two times on empty scenes and seems to be reproducible with the above steps. There could be something strange with my configuration. If you're not able to reproduce it, please let me know.

Thanks,

- Metix
 
Last edited:
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