Jerakin
14-09-2010, 03:20 PM
Hi.
I have posted some days ago about my school project. We are trying to recreate wings. Like the guy in X-Man. It is soon done, but I have uncounted an problem.
I want to do a Shadow Pass, thou I use an alpha texture to get an extra definition on the edges. Because I wanted to have the rendertime/polycount low.
The computers we use isn't the best and we don't got an render farm to use.
I use to do the shadow pass by using an "Use Background" shader, setting:
Specular color to black
Reflectivity to 0
Reflection Limit to 0
Leaving Shadow Mask and Matte Opacity to 1
If I do this way I get the Shadow information in the Alpha Channel.
So the problem is then of course that I don't want any Shadow information on the places where the color is removed by the alpha texture.
Now you are thinking "Ah just use the alpha from different Render pass, like color."
Unfortunately that won't work. Because we got feather above feathers and that feathers are casting shadow on the feathers under them.
But it is the whole feather that is casting a shadow, not only the part that is visible in the Color Pass or masterLayer.
So now that the problem in explained I would really love some help. Do someone know of an way to render a Shadow Pass, but get it cut outed by the alpha texture?
Thanks in advance.
Jerakin
I have posted some days ago about my school project. We are trying to recreate wings. Like the guy in X-Man. It is soon done, but I have uncounted an problem.
I want to do a Shadow Pass, thou I use an alpha texture to get an extra definition on the edges. Because I wanted to have the rendertime/polycount low.
The computers we use isn't the best and we don't got an render farm to use.
I use to do the shadow pass by using an "Use Background" shader, setting:
Specular color to black
Reflectivity to 0
Reflection Limit to 0
Leaving Shadow Mask and Matte Opacity to 1
If I do this way I get the Shadow information in the Alpha Channel.
So the problem is then of course that I don't want any Shadow information on the places where the color is removed by the alpha texture.
Now you are thinking "Ah just use the alpha from different Render pass, like color."
Unfortunately that won't work. Because we got feather above feathers and that feathers are casting shadow on the feathers under them.
But it is the whole feather that is casting a shadow, not only the part that is visible in the Color Pass or masterLayer.
So now that the problem in explained I would really love some help. Do someone know of an way to render a Shadow Pass, but get it cut outed by the alpha texture?
Thanks in advance.
Jerakin