Hi David,
thanks alot, that´s the look I´d like to get,
unfortunately this only works if the FG
elements don´t intersect the groundplane
assigned the shadingnetwork you described.
A similar approach (that also doesn´t work)
is to plug the shadow node into a constant
materials transparency, with an >invert inbetween.
I´ve also fiddled with the various >soft3d>
Env_cubic/Env_ball/Env_sphere material presets
but couldn´t get those to line up with the pass>
environment shaders?
It´s also quite, ahem misleading, that "RGB"
isn´t ticked by default in the shadow shader,
would help quite a bit when testing things out...
Cheers
tim
----- Original Message -----
From: "David Shirk" <dshirk(at)ilm.com>
To: <XSI(at)Softimage.COM>
Sent: Monday, September 25, 2006 5:45 PM
Subject: Re: "use backround shader"?
Hi Tim - this may not be as fast as maya's bg shader, but you can create the effect
with a couple of nodes in the render tree:
Plug a mixer2 into the ground plane's material surface input
Plug a raytracing>refraction node into mixer base color (set refraction to 1, keep
ior at 1)
Set the mixer color 1 to black (0,0,0)
Plug an illumination>shadow node into the mixer weight1 input
Inspect the shadow node, check rgb "on"
The result is that the ground plane will now transmit everything behind it and
overlay shadows. Hope this helps.
-Dave
Tim Leydecker wrote:
After all, I just want the backroundcolor off
the environmentmap on my groundplane plus
the shadow from other objects on it, seamless.
That can´t be that complicated...
--
| David Shirk | technical animator | industrial light + magic |
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