lisux Posted October 26, 2005 Share Posted October 26, 2005 Hi list. I want to cast shadows from a smoke simulations tha uses spheres to render the particles and a shader based on the smoke VOP to generate the smoke look. The only problem is that when i try to cast shadows i only get totally opaque shadows, i have tried with all the shadows types and i get always the same result, i am not able to get shadows only where the spheres has smoke, instead the shadows is gettting the whole spheres. The material only have a smoke VOP with his color, opacity and normal wired to the output VOP. Why i can get transparent shadows, filtered shadows and specially deep shadow maps to work with a smoke like material? Thanks Quote Link to comment Share on other sites More sharing options...
crunch Posted October 26, 2005 Share Posted October 26, 2005 Hi list.I want to cast shadows from a smoke simulations tha uses spheres to render the particles and a shader based on the smoke VOP to generate the smoke look. The only problem is that when i try to cast shadows i only get totally opaque shadows, i have tried with all the shadows types and i get always the same result, i am not able to get shadows only where the spheres has smoke, instead the shadows is gettting the whole spheres. The material only have a smoke VOP with his color, opacity and normal wired to the output VOP. Why i can get transparent shadows, filtered shadows and specially deep shadow maps to work with a smoke like material? Thanks 22129[/snapback] The smoke VOP should not be used. If you look in the sub-network, you'll see that the opacity is dependent on the output of the lighting VOP. In general this is bad practice since to compute the opacity, you'd have to compute lighting. And when you're doing shadow casting, you don't want to be computing illumination. Quote Link to comment Share on other sites More sharing options...
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