Shadow transperancy problems 2004-04-09 - By Tony Owen
Back Has anybody tried using a greyscale transparency map to get soft shadows with raytracing?
-- -- Original Message -- -- From: "Thomas Moffat Grimes" <thomas@(protected)> To: <truespace@(protected)> Sent: Friday, April 09, 2004 8:36 AM Subject: Re: [TSML] Shadow transperancy problems
> Hi John, > > I don't believe so, based on my current understanding of the technical > details involved (which are not necessarily that great!). As far as I know, > the only way you can pick up the edge of an alpha mask is to cast rays into > the scene that can detect where that edge is, which means it can only be > done with raytracing. > > So, as far as I know, the only way to achieve soft shadows with transparency > and / or alpha masks etc is to use raytracing (I think that's a restriction > that would likely crop up with other renderers too, not some thing unique to > tS), and to use the raytracing methods of getting soft shadows. BTW, that > method is more accurate anyway, and generally gives better results, but it > is slower due to being computationally expensive. > > HTH! > Tom > > Thomas Moffat Grimes > Marketing Communications > Caligari Corporation > > mailto:thomas@(protected) > http://www.caligari.com > > -- --Original Message-- -- > From: Visual Impact [mailto:visualimpact@(protected)] > Sent: Tuesday, April 06, 2004 7:25 PM > To: truespace@(protected) > Subject: Re: [TSML] Shadow transperancy problems > > > Thanks for your reply Tom. That news really sucks though. Any chance of > shadow transperancy being available for shadow maps in the future. > John > > Thomas Moffat Grimes wrote: > > >Hi John, > > > >The answer is that for transparency to work, you need to use Raytracing. > >Shadow Maps can't determine transmission in glass-like materials, > >transparency, or alpha maps. Turning on Shadow Transparency forces the > light > >type to be Raytraced, which is why you lose your soft shadows from Shadow > >Map option (as it gets turned off). > > > >The solution is to create soft shadows using raytracing. There are numerous > >ways to do this. The most common is to use an array of lights, all casting > >raytraced shadows. You can create your own array, or use the Area light or > >IBL light (in the case of an IBL just scale it really small to act as a > >small array, like a point light source that will give you soft shadows). > > > >Render times will go up in general, as raytracing shadows tends to take > >longer, but this is the only way to get soft shadows from alpha maps. > > > >HTH! > > Tom > > > > > > > >Thomas Moffat Grimes > >Marketing Communications > >Caligari Corporation > > > >mailto:thomas@(protected) > >http://www.caligari.com > > > >-- --Original Message-- -- > >From: Visual Impact [mailto:visualimpact@(protected)] > >Sent: Tuesday, April 06, 2004 3:13 AM > >To: truespace@(protected) > >Subject: [TSML] Shadow transperancy problems > > > > > >I am having trouble with turning shadow transperancy on for a shadow > >casting light. > >I start off with nice shadows with soft blurry edges, but as soon as I > >turn on shadow transparency I get harsh defined edges for the shadows. > >I want to keep the soft shadows but still have my alpha masked planes > >cast shadows. > >Can anyone shed some light on this. > >John Butcher > > > > > > >
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