Nice trick :)
Here's what I got: http://renderq.net/_temp/cltree.gif
Shadows are nicely separated into color channels
Stefano Jannuzzo wrote:
This is the way I would go: the problem has to be approached as a
light color problem, not as a shadow color. In fact, you don't have
much control on the shadow color by itself.
So, you should have a light shader which returns a given color if the
rendering point is in shadow, and let's say black if the object is lit.
So, say you have a soft_light as your current light shader, with
shadow enabled.
How can you understand if your point is in shadow or not? Clone the
soft_light node, and turn the clone's shadow check off.
Now connect the two to a Color_Math_Basic node, with the Subtract option.
The output of this node will be 0 if the rendedring point is non
shadowed, because in that case the shadow enabler made no difference.
Instead, will be non zero if the light is actually casting shadow.
From now on, it should be straightfarward. Go into a
Scalar_Math_Unary doing
the Absolute Value, then into a Scalar_Math_Logic which will tell if
the input is 0 or something, then into a Color Switcher. There you'll
set your desired color, and finally plug into the Light Shader.
Repeat for all ligths.
Hope this helps, let me know if you need me to post a rendertree
picture somewhere.
Stefano
----- Original Message ----- From: "kim aldis" <kim(at)cg-soup.com>
To: <XSI(at)Softimage.COM>
Sent: Monday, November 21, 2005 8:52 PM
Subject: RE: color shadows
So anyway, back to the coloured shadows thing. I've not yet seen a
coloured
shadow solution that renders colour in the shadow areas correctly. They
always only render coloured shadows, leaving the non-shadowed shadow
areas
alone. Does the coloured shadow lights thing do it properly?
xsi
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