Re: "use backround shader"?

Date : Mon, 25 Sep 2006 09:50:02 -0700
To : XSI(at)Softimage.COM
From : David Shirk <dshirk(at)ilm.com>
Subject : Re: "use backround shader"?
If it doesn't screw up something else in your scene, you could apply an override to the FG elements to disable secondary rays.

If you really want the groundplane to clip all FG objects, why not just use a camera projection of your background image with the shadow mixed on top? Unless you're really after that nicely distorted enviro sphere. Works great for holdout objects and even shows up properly in OGL, which I've never been able to do with the maya bg shader! (not counting the shadow, of course)

-Dave


Tim Leydecker wrote:
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"




--
| David Shirk | technical animator | industrial light + magic | x3555 |

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