Hi Andrew
Thanks for your fast answer - you what you say is correct but now there is a dilemma for me :-(
Within Shaderlight I avoid any kind of ground geometry, like gardens, roads, etc ... Once I use ground geometry in SL, all down facing faces will get almost black, which is an intolerable bad renderer result.
The only render method, which provides good daylight LIGHTING results in SL is, placing any house on SkUp ground - but allways with correapondending shadows and ambient on it at least. Without these, the render result will be really terrible.
Shaderlight still has this lighting malfunction which I had posted about a a few times so far.
https://artvps.com/index.php/discuss/viewthread/2725/
For this Bug I have two work arounds, the first one is to use an other renderer like Render[IN], Twilight or Brighter3D for example and the second one is, to render twice in SL - one render without ground geometry and a second render with ground geometry. - These two SL renders than have to get merged in PSD.
To be honest, I do not understand that no one seems to be angry about this basic lack of Shaderlight´s lighting skills. Solving these issues would be much more important than to develop section cut render for example - because also there, the lighting does not really work well…
hmm - as you see, there is serious a dilemma for me ;-)
Best, Egie