  | | | shadow pass? _sc | shadow pass? _sc 2005-03-19 - By Michael Klein
Back 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 > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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