shadow pass? _sc 2005-03-20 - By Bernard Lebel
Back I have this problem before, and here is how I fixed it. Instead of using shadow and simple shader shaders, I used a flat_light shader, with colors cramped below 0 and above 1. That worked nice, although I would get a little flicking on the edge of shadows (higher aa fixed it).
Cheers Bernard
Sam Cuttriss wrote: > 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
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