I have a model that consists of different meshes and thus has different materials for each of them. The interesting part for my question is the mesh for the casing of the machine model with another mesh kind of on top of it. Because of the other mesh the casing mesh has a shadow drawn in its texture at the spot below that mesh. So the albedo texture of my PBRMaterial makes up the shadow.
Now I want to illuminate part of the front of the casing with a purple spotlight. However the reflection of that spotlight finds its way to the technically shady area of the casing:
[Babylon Lighting - Album on Imgur] (imgur, since I could only add one media file as a new user)
I tried adding the mesh on top to cast shadows but to no avail. The only thing that really worked like how I intended it to be, was turning the F0 Factor all the way down for the material of the casing. Then the black parts of the texture are not reflecting the spotlight. However this also dims the reflection of other parts of the casing, so I’m wondering if that is really the way to do it.
My question is: What are even the correct settings (or even textures?) to use to not have black parts of the texture return light, because I don’t think it is the F0 Factor if that also dims light reflection at other places.