  | | | shadow pass? _sc | shadow pass? _sc 2005-03-19 - By Sam Cuttriss
Back thanks matt, thats what i was starting to think. i had almost resigned myself to rendering 3 passes, although i may have inadvertently stumbled across a render tree solution.
it seems to be unpredictable at best, but if the sphere has a simple shadow shader in it with a brightness of over %50 grey it seems to clip the shadow..... very tempromental though? see how the pill shape clips the shadow of the cube!!!!! weird.
can anyone else replicate this? _sam
ps: sorry about the images, they are tiny.. hope thats ok.
Matt Lind wrote:
> 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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