Akabane Posted February 27, 2013 Share Posted February 27, 2013 (edited) Hallo guys! Basically I have a scene with some lights, a fog object and a vlitfog shader. Then I have a plane (3d card) with a texture with alpha on it - what do I have to do to make the litfog use the alpha to project the correct shadows? Right noetting no shadow at all. Using raytrace shadows to test, and if I use a sphere instead of the card, it works... Tips and hints? If there isn't any nice way to do this, any ideas? I was thinking about scattering points on the card, project the alpha texture on top, cut all the points that aren't white (so alpha=1), and brutally particle meshing them...at least that way mantra would have a proper geometry to work with... Thanks! EDIT: I realize it might be a surreal request as I get that to be volumetric...it should have a solid object. Just wondering if there was a way to cheat it aside from creating actual geo from the picture! (which I'm doing now) Edited February 27, 2013 by Akabane Quote Link to comment Share on other sites More sharing options...
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