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shadow pass? _sc

shadow pass? _sc

2005-03-19       - By Michael Klein

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Reply:     1     2     3     4     5     6     7     8     9     10  

I know this very well. Depending on your objects it could work but often
not.
The problem with the shasow override ist that no kind of >self-shadow< will
be rendered.
Probably we have to combine the shadow pass with a ambient pass/matte.

Just an idea!

Michael Klein
[president]

virtual republic
animation and visual effects
reichsstrasse 57
d-40217 duesseldorf

t: +49.2 11.6 01 74 30
f: +49.2 11.6 02 04 19
president@(protected)
www.virtualrepublic.org

-- --Original Message-- --
From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of
Guillaume Laforge
Posted At: Saturday, March 19, 2005 9:29 AM
Posted To: XSI
Conversation: shadow pass? _sc
Subject: Re: shadow pass? _sc


> im sure you all know the hard edge you get with the shadow shader at
> the edges of an object where its surface becomes parallel to a light
> ray,

Sorry but I never notice this hard edge ? Can you show some examples ?

> I would prefer not to do this? is there any way to get the incidence
> (surface_lightlist) to not take light intensity or shadows into
> account? I just want it to be white perpendicular to the light and
> black when parallel

If you plug directly the incidence in the surface material input, the light
is only used to drive incidence on your material ( The light intensity and
shadow is ignored ) Use the 180 degree shading range in the incidence shader
and reduce the Bias to somthing near 0.1 for black color in parallel.

Cheers,

Guillaume Laforge
CG artist
www.vol2nuit.fr



-- -- Original Message -- --
From: "Sam Cuttriss" <samc@(protected)>
To: <XSI@(protected)>
Sent: Friday, March 18, 2005 10:26 PM
Subject: shadow pass? _sc


> im having an issue an issue with shadow passes.
> im sure you all know the hard edge you get with the shadow shader at the
> edges of an object where its surface becomes parallel to a light ray, its
> makes compositing shadows an ugly affair.
>
> to overcome this ive been rendering another pass with an incidence
> (surface_ light list, shadows off) and multiplying my shadow pass with
> this.
> I would prefer not to do this? is there any way to get the incidence
> (surface_lightlist) to not take light intensity or shadows into account? I

> just want it to be white perpendicular to the light and black when
> parallel.
>
>
>
> another question, is there any way to make a material clip shadows?
>
> ie say i was rotoscoping a shadow of a cube onto a onto a real sphere and
> table.
>
> i have a cube floating above a stand in  sphere on a table in my 3d scene,
> the shadow of the cube falls across the sphere and the table.
> i want the sphere to eliminate the shadow of the cube on the table.
>
> any ideas?
> if the two of these were solvable 3 passes would become a far cleaner and
> more manageable 1.
>
> thanks all
> have a good weekend.
> _sam
>
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