  | | | shadow pass? _sc | shadow pass? _sc 2005-03-19 - By Matt Lind
Back Basically, you're looking for a light that only casts shadows where a shadow ray would have a clear path from the cube to the table top. This can be done in a render, but only with a custom light shader that could probe where the shadows would go. You're not going to be able to get the effect through the render tree with the existing shader library as the effect would need significant tweaking each time the light changes position or intensity relative to the cube, and would never be exact.
This issue could be readily solved in a compositor without much trouble. You'll need to render at least 3 passes to pull it off: sphere shadow matte, table without any shadows, cube casting shadows, plus whatever else you need. Applying simple boolean logic on the sphere's shadow/alpha matte, you can selectively composite the cube's shadow where needed. Using the shadowless pass as the background, you can use the pixel parser to choose which other pass to lay over the top based on the sphere's shadow matte. example:
if ( pixel == sphere_shadow ) { result = shadowless_background; } else { result = cube_shadow_pass; }
If you only care about the regions where the sphere shadow and cube shadow overlap, then simply render a cube shadow matte pass and modify the above expression to take it into account.
Matt
-- ---- ---- ---- ---- ------ Matt Lind Animator / Technical Director Softimage certified instructor: Softimage|3D Softimage|XSI Mantom, Chicago Matt(at)Mantom.net
Re: shadow pass? _sc Date : Sat, 19 Mar 2005 17:47:37 -0500 To : XSI(at)Softimage.COM >From : Sam Cuttriss <samc(at)quietman.net> Subject : Re: shadow pass? _sc
here is an example:
You can see the shadows are calculated on without taking into account the discontinuity settings of the mesh. the unrendered part shows a smooth falloff whereas the shadow pass render does not.
sorry about the incidence question. i missed the illumination check box.
the shadowpassfixed image shows the improvement i was after so it tapers off to 0000 when the surface is perpendicular to the light. (i cant believe i missed the illumination check box... )
now all i need to do is figure out a way to clip shaddows with an object, as far as i can tell shadows continue to infinity regardless of what they encounter. _sam --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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